Hallo Zusammen!
I've been trying my hand at Signalling modding, and the limitation of the base game has been extremely frustrating. So I'm wondering if anyone with more scripting and modding experience with the extensions knows whether there's any way to emulate the signal animations or whether I'm just stuck.
Is it at all possible to script an animation to play just once after a train goes by, restarting every time another train passes?
Even if it's not an actual signal/waypoint and just an object with scripting, basically like how the "Red" Animation event plays once the train passes except I want it to keep playing while the signal is Green and then start again from the beginning after the next train goes past and returns to red.
I thought I had discovered a way to emulate more complex Signalling by having a short "Red" animation play, and then letting the "Forever" Animation run through successive Signal Aspects, effectively counting how long it was since a train passed. But it doesn't work because the "Forever" event doesn't restart even when interrupted, it only works as a signal randomiser showing a random signal aspect depending on where in the loop the animation is. If there's any way to script this or use an extension to have an object animation play after a signal goes red without it stopping when the signal goes green, I could still implement my original idea.
Otherwise is there any way to script a trackside construction to trigger signal animations? Even if it's just an animation and doesn't function like a waypoint/signal?
The fact that waypoints and signals don't have access to the Constructions customisation options is also a huge pain, even if they being able to place objects that have animations triggered by approaching trains would be very useful, allowing faux signals that can be altered by the construction interface instead of having a different signal for every single variation. I know there are a few mods that place constructions that display the arrival times of incoming trains at stations, but they're pretty performance heavy.
I expect that the system is just too hard coded and that I won't be able to implement some of my models. But I've spent a few weeks trying to look for a work-around and haven't found anything, so at this point knowing for sure would be a relief as I could focus on a sub-standard alternative using waypoints to emulate more complex signalling.
Thanks for any help!