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- error with uploaded reefers in script
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June 22nd, 2022, 09:25 PM
#1
error with uploaded reefers in script
not sure how to fix this. thanks.
An Error Occured with <kuid:327871:100830> Rock Island 40ft Reefer V1 #
<kuid:327871:100830> : VE197: Syntax error in script ‘reefer3lodi.gs’ for asset <kuid:327871:100830> «Rock Island 40ft Reefer V1 #»
<kuid:327871:100830> : VE267: reefer3lodi.gs(397) : member MESSAGE_BROADCAST is obsolete in object Router.file to big to show all of it
but here is the part that is wroung? maybe
Message msg;
int m_target = Router.MESSAGE_BROADCAST;cloned from 40ft Reefer Illinois Central MDT #d
<kuid2:56063:100656:2>Modeling Ho scale on the cheap
GT 730 8 Meg
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June 22nd, 2022, 11:35 PM
#2
The script uses obsolete functions.
the script APIs themselves say:
// Obsolete, do not use.
// Message broadcasting causes every script object to be sent a message. This
// is very inefficient, as most nodes won’t want the message, and unneccessary,
// as Sniff can be used to be notified of specific messages on objects.
// Note that in future versions scripts attempting to post or receive
// broadcast messages may trigger script exceptions and/or error logs.
public obsolete define int MESSAGE_BROADCAST = 0;Visit the wiki page here for more info on fixing obsolete scripts:
https://online.ts2009.com/mediaWiki/…ript_functions
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June 23rd, 2022, 08:05 AM
#3
Originally Posted by Tony_Hilliam
The script uses obsolete functions.
the script APIs themselves say:
// Obsolete, do not use.
// Message broadcasting causes every script object to be sent a message. This
// is very inefficient, as most nodes won’t want the message, and unneccessary,
// as Sniff can be used to be notified of specific messages on objects.
// Note that in future versions scripts attempting to post or receive
// broadcast messages may trigger script exceptions and/or error logs.
public obsolete define int MESSAGE_BROADCAST = 0;Visit the wiki page here for more info on fixing obsolete scripts:
https://online.ts2009.com/mediaWiki/…ript_functionsIs it time to look at scripting and see if we can come up with a number of either certified scripts or standard scripts that can be used by content creators and I don’t mean complex ones that do many things. The broadcast comment is of interest as many of the coupling scripts for UK assets I believe used it so what will replace those scripts?
Thanks
Cheerio John
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June 23rd, 2022, 11:05 AM
#4
Originally Posted by johnwhelan
Is it time to look at scripting and see if we can come up with a number of either certified scripts or standard scripts that can be used by content creators and I don’t mean complex ones that do many things. The broadcast comment is of interest as many of the coupling scripts for UK assets I believe used it so what will replace those scripts?
Thanks
Cheerio John
In another thread Tony has already put out the call to hire some part time workers with Trainz scripting experience to start updating older and broken scripts on the DLS.
For the ‘reefer3lodi.gs’ script, I’m in the process of updating a version of that script for Majekear. The new version will be maintained in a library asset so it can be modified and updated very easily. The older assets using older variations of the script have their own copy of the script included in each asset. So updating each individual script is a nightmare. The reason I suggested to Majekear to switch to a central library holding all the updated scripts and use the «script-include-table» container in the config as required so the asset has access to script(s) as required, is to avoid problems like this in the future.
<kuid:327871:100830> : VE267: reefer3lodi.gs(397) : member MESSAGE_BROADCAST is obsolete in object Router. — I didn’t write this section of the above script. It was part of the script I was given to fix — way back in TRS06 IIRC. So it’s been around 15 years or so. The part throwing the error controls the visual effects when coupling cars.
Technically I don’t have clear permission to change this part of the script due to possible copyright infringements but if the original author of that code wants to object he is free to do so. In the mean time I’ll change this in the new version of the script. This will only eliminate the error on new versions of the cars.
That’s the easy part. To fix existing content requires editing the existing script. But has to be done on each and every asset using this or a similar script.
Bob Pearson
Last edited by RPearson; June 23rd, 2022 at 11:36 AM.
TRAINZ-UTC-TRS04-TRS06-TC1&2-TC3-TS09-TS10-TS12-TANE(TEG)-TMR17-TRS19-TRS22
Member since 6-14-2002
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June 23rd, 2022, 02:23 PM
#5
Much like Andrea did with the JAG scripts. I like the approach but it means somewhere we need to document it for content creators and those who reskin.
Cheerio John
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June 23rd, 2022, 05:58 PM
#6
Originally Posted by johnwhelan
Much like Andrea did with the JAG scripts. I like the approach but it means somewhere we need to document it for content creators and those who reskin.
Cheerio John
Not sure what and where it has to be documented as a new script will be used with the any new cars that are uploaded. Reskinners using the new cars will use the new script unless they replace it in the configs with their own or different one. For old cars that are reskinned the reskinner is on the hook to verify his upload meets current standards.
As a follow on I have looked at the code (see below) and I’m a bit confused because as far as I can see the script doesn’t actually use the Router.MESSAGE_BROADCAST member it assigns to the int variable m_target. NO MESSAGES ARE SENT using this as a destination.
Is the new check only testing for presence of «Router.MESSAGE_BROADCAST»? This script does not and cannot as coded broadcast messages to every node in the Router.
You only need to comment out or just delete line 397, «int m_target = Router.MESSAGE_BROADCAST;», to clear the error flagged by the compiler. I’ve already deleted it in the new version of the script I’m working on. Actually, I did it some time ago since Rene and I have both had some starts, stops and long delays with this update — real life and frustrations with Trainz occasionally getting in the way.
Code:
thread void CarMonitor(void) { Message msg; int m_target = Router.MESSAGE_BROADCAST; <-- change this line to //int m_target = Router.MESSAGE_BROADCAST; OR DELETE IT to clear error while (status != CAR_DERAILED) { if (status and DoUpdate) { DoUpdate = 0; DecoupleHoses(status, GetDirectionRelativeToTrain()); UpdateGear(); } wait() { on "Vehicle", "BadCouple", msg: { } on "Vehicle", "Coupled", msg: { } on "Vehicle", "Decoupled", msg: { } on "Vehicle", "Derailed", msg: { if (msg.src == me) { status = CAR_DERAILED; break; } } on "World", "ModuleInit": { status = CarCheck(); SetGear(status, GetDirectionRelativeToTrain()); } } status = CarCheck(); } }
Bob Pearson
TRAINZ-UTC-TRS04-TRS06-TC1&2-TC3-TS09-TS10-TS12-TANE(TEG)-TMR17-TRS19-TRS22
Member since 6-14-2002
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June 23rd, 2022, 06:14 PM
#7
Originally Posted by RPearson
Not sure what and where it has to be documented as a new script will be used with the any new cars that are uploaded. Reskinners using the new cars will use the new script unless they replace it in the configs with their own or different one. For old cars that are reskinned the reskinner is on the hook to verify his upload meets current standards.
As a follow on I have looked at the code (see below) and I’m a bit confused because as far as I can see the script doesn’t actually use the Router.MESSAGE_BROADCAST member it assigns to the int variable m_target. NO MESSAGES ARE SENT using this as a destination.
Is the new check only testing for presence of «Router.MESSAGE_BROADCAST»? This script does not and cannot as coded broadcast messages to every node in the Router.
You only need to comment out or just delete line 397, «int m_target = Router.MESSAGE_BROADCAST;», to clear the error flagged by the compiler. I’ve already deleted it in the new version of the script I’m working on. Actually, I did it some time ago since Rene and I have both had some starts, stops and long delays with this update — real life and frustrations with Trainz occasionally getting in the way.
Code:
thread void CarMonitor(void) { Message msg; int m_target = Router.MESSAGE_BROADCAST; <-- change this line to //int m_target = Router.MESSAGE_BROADCAST; OR DELETE IT to clear error while (status != CAR_DERAILED) { if (status and DoUpdate) { DoUpdate = 0; DecoupleHoses(status, GetDirectionRelativeToTrain()); UpdateGear(); } wait() { on "Vehicle", "BadCouple", msg: { } on "Vehicle", "Coupled", msg: { } on "Vehicle", "Decoupled", msg: { } on "Vehicle", "Derailed", msg: { if (msg.src == me) { status = CAR_DERAILED; break; } } on "World", "ModuleInit": { status = CarCheck(); SetGear(status, GetDirectionRelativeToTrain()); } } status = CarCheck(); } }
Bob Pearson
I was thinking more generally about reskins and how to fix them up. Generally speaking the person who created the mesh and set the script up is unable to correct any reskins.
Cheerio John
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June 23rd, 2022, 07:46 PM
#8
Originally Posted by RPearson
…. So updating each individual script is a nightmare. …
Bob Pearson
Yes, as we found with those 2000+ Russian switches that all used the same rdsjunc.gs script. Fortunately, N3V stepped in to take on the problem.
Even if N3V does manage to repair some of those code libraries there must be 100’s, if not 1000’s, of scripted assets on the DLS with latent problems.
Paul
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June 23rd, 2022, 07:50 PM
#9
Originally Posted by johnwhelan
I was thinking more generally about reskins and how to fix them up. Generally speaking the person who created the mesh and set the script up is unable to correct any reskins.
Cheerio John
John,
Is there a particular problem with reskins?The «standard» way of repairing reskins is using that small script to swap textures in the Init() method. That works ok but can be unreliable for LODed models and especially if, say, the lowest LOD model uses a different material
Paul
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June 23rd, 2022, 08:49 PM
#10
Originally Posted by pcas1986
John,
Is there a particular problem with reskins?The «standard» way of repairing reskins is using that small script to swap textures in the Init() method. That works ok but can be unreliable for LODed models and especially if, say, the lowest LOD model uses a different material
Over the years a lot of my work has been reskinned. Then a new version of trainz comes out or even a service pack and the asset needs fixing. I can fix the originals but not the reskins which are under a different kuid. For script errors not having the script in the asset would at least help.
Cheerio John
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June 23rd, 2022, 09:09 PM
#11
pm’d majekear asking if i could change his script file. with the change to it as above.
Modeling Ho scale on the cheap
GT 730 8 Meg
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June 23rd, 2022, 09:14 PM
#12
Originally Posted by johnwhelan
… For script errors not having the script in the asset would at least help.
Cheerio John
That, I imagine, would need a completely new way of doing reskins.
I’m not a fan of reskins and never have been. There are so many issues with them that I tend to ignore those broken reskins in the CRG list in favour of something worth fixing.
Paul
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June 24th, 2022, 07:48 PM
#13
fourteen……..first, I have not read all the post here to your posting. Any script used were not created by me. So I really can’t give you permission to edit. Also, in the description tag of the car’s config.txt file is indication of those who create any script used. However, most scripts were created to be used without restriction. So I would look in the config.txt file of the script being used to see if permission to edit is needed. As to me, I have basically zero script writing ability. Therefore, I am trusting in those responding here to help you with the problem. RPearson has posted here and he is currently the person who is helping with any script problems I need or encounter. If he can’t help, I do not know who can. Thanks for your interest in the Reefer.
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June 24th, 2022, 09:26 PM
#14
thank you for resoponding. looked at the it, domt see anything about needing permission etc.
Modeling Ho scale on the cheap
GT 730 8 Meg

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Forum Rules
These are examples of solutions for common and simple obsolete Trainzscript functions. This is not an exhaustive list. Solutions for more complex obsolete functions can be found (TBD).
Under Development The contents and the layout of this page is under development.
Contents
- 1 class Crossing
- 1.1 SetCrossingAutomatic()
- 1.2 SetCrossingState()
- 2 class HTMLWindow
- 2.1 GetCompleteIndustryViewDetailsHTMLCode()
- 3 class IndustryProductInfoCollection
- 3.1 GetProductIndexFromAsset()
- 3.2 GetProcessIndexFromName()
- 3.3 AddProduct()
- 4 class Train
- 4.1 GetVelocity()
- 5 class Vehicle
- 5.1 GetFacingRelativeToTrain()
class Crossing
SetCrossingAutomatic()
SetCrossingState()
Error: VE197: Syntax error in script ‘somescript.gs’ for asset <kuid:0000:0000> «Asset Name».
Error: VE267: somescript.gs(48) : function SetCrossingAutomatic is obsolete in object Crossing.
Error: VE267: somescript.gs(48) : function SetCrossingState is obsolete in object Crossing.
This method now requires a SecurityToken as a parameter to the function call
Repair
You need to initialize a SecurityToken, then add it as a parameter to your function calls.
Usage example:
In your header add
SecurityToken stoken;
Then in your function calls add your token.
SetCrossingAutomatic(stoken, false); SetCrossingState(stoken, 1);
More information on Class Crossing
class HTMLWindow
GetCompleteIndustryViewDetailsHTMLCode()
VE267: somescript.gs(linenumber) : function GetCompleteIndustryViewDetailsHTMLCode is obsolete in object HTMLWindow.
This error occurs when trying to use this method with an obsolete class. In this case, class GenericIndustry has been obsoleted and replaced with BaseIndustry.
Repair
Change all instances of ‘GenericIndustry’ in the code to ‘BaseIndustry’.
Usage example:
include "BaseIndustry.gs" class <myclass> isclass BaseIndustry>
class IndustryProductInfoCollection
GetProductIndexFromAsset()
<kuid2:00000:00000:1> : VE267: multipleindustryplus.gs(711) : function GetProductIndexFromAsset is obsolete in object IndustryProductInfoCollection.
Repair
Replace with GetProductIndex(Asset product) from the same class. The returned value (int) is the same.
GetProcessIndexFromName()
<kuid2:00000:00000:1> : VE267: multipleindustryplus.gs(2024) : function GetProcessIndexFromName is obsolete in object IndustryProductInfoCollection.
Repair
Replace with GetProcessIndex(int productIndex, string processName) from the same class. The returned value (int) is the same.
AddProduct()
<kuid2:00000:00000:1> : VE267: somescript.gs(999) : function AddProduct(string, string) is obsolete in object IndustryProductInfoCollection.
Repair
Replace with AddProduct(Asset product, Vehicle vehicle) from the same class. Instead of using strings for product and vehicle names, you will need to provide a product asset and a vehicle of type Vehicle.
Usage example:
TBD
class Train
GetVelocity()
GetVelocity obsolete error or warning: <kuid:0000:0000> : VE267: somescript.gs(299) : function GetVelocity is obsolete in object Train.
Repair
You have two replacement options in the Train class (train.gs):
float GetSmoothedVelocity(void);
This function return the train’s velocity in metres per second and is suitable for human viewing such as a cab display.
float GetTrainVelocity(void);
This function provides the instantaneous velocity for vehicles in this train, which is good for physics calculations but not good for human-readable display.
Usage example:
float mySpeed; mySpeed = GetSmoothedVelocity(); // this is the more likely option but depends on what the overall script is trying to do. // or the more accurate version mySpeed = GetTrainVelocity();
class Vehicle
GetFacingRelativeToTrain()
???GetFacingRelativeToTrain obsolete error or warning: <kuid:0000:0000> : VE267: somescript.gs(450) : function GetFacingRelativeToTrain is obsolete in object Vehicle.
Repair
You have one replacement option in the Vehicle class (vehicle.gs):
bool GetDirectionRelativeToTrain(void);
This function returns true if the vehicle faces the same way as the Train, false otherwise. This function is a bit tricky to understand and especially when a vehicle, such as a coach/carriage, is involved.
Usage example1:
Vehicle myVehicle; bool sameDirectionAsTrain; sameDirectionAsTrain = GetDirectionRelativeToTrain();
Usage example2:
Vehicle[] trainVehicles; Vehicle myVehicle; bool sameDirectionAsTrain; int i; trainVehicles = GetMyTrain().GetVehicles(); if (trainVehicles) { //unlikely to be null but ... for (i = 0; i < trainVehicles.size(); ++i) { //get direction of this vehicle in the train sameDirectionAsTrain = trainVehicles[i].GetDirectionRelativeToTrain(); if (sameDirectionAsTrain) { // do what is necessary here Interface.Print("Vehicle "+ (i+1) + " is facing forward"); // add 1 so that the first vehicle is number 1 and not 0 (zero) } else { Interface.Print("Vehicle "+ (i+1) + " is facing backwards"); } } }
- Форум
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- Обмен исправленным контентом для TANE и ТC19
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20.06.2015 10:36
#1
Обмен исправленным контентом для TANE и ТC19
Аналог «Поиска куидов» и «Устранение ошибок в дополнениях» для Тани.
Примеры запроса1. Нужны исправленные
2. В *таком-то-контенте* ошибки: *такие-то-ошибки*
Прошу поделится или помочь исправить : *ссылка на контент*ВНИМАНИЕ
Пост закреплен. Читать всем входящим.
Запросы, составленные криво, будут удаляться. Имейте уважение к тем, кто вам помогает.В этой теме спрашиваем недостающие куиды для TANE/ТС19/ТС22
Пожалуйста, пишите используя тег «code», в строку и без пробелов,
например:Код:
<kuid:******:******>,<kuid:******:******>,<kuid:******:******>
Список куидов должен быть написан через запятую, без пробелов.
Для правильного форматирования списка используем программу Kuid Wizard
Отформатированный список вставляем в сообщение, выделяем и используем тег code, эта кнопка выглядит так:
Просматриваем сообщение с помощью кнопки «Предварительный просмотр», правим ошибки, и только потом нажимаем «Отправить». Куиды так же можно поискать на:и
При показе скриншотов с расшифровкой ошибок — используем только английский язык игры! На русском языке ошибки отображаются некорректно, не усложняйте жизнь помогающим вам!
Последний раз редактировалось Фёдор Александрович; 23.02.2022 в 13:26.
Трамвайники всіх країн єднайтеся!
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Сказал спасибо:
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20.06.2015 10:36
#Trainz
Реклама
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21.12.2018 08:22
#431
модулятор,
Мой путь неизведан, он в бездне туманной…
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Сказали спасибо: (2)
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23.12.2018 13:18
#432
z7_station_controller
Код:
<kuid2:236443:9102428:1>
В SP1 он был нормальный, а теперь синтаксическая ошибка, хотя в скрипте ничего не изменилось. 50 маршрутов стали красными. Удар в самое сердце!
Код:
- <kuid2:236443:9102428:1> VE197: Syntax error in script 'z7a_scontroller.gs' for asset <kuid2:236443:9102428:1> "z7_station_controller" - <kuid2:236443:9102428:1> TrainzBaseSpec::CacheScripts> ** GSC> z7a_scontroller.gs(293) : return type mismatch, expecting object[], line 293. - <kuid2:236443:9102428:1> z7a_scontroller.gs(293) : return type mismatch, expecting object[], line 293.
———- Сообщение добавлено в 15:18 ———- Предыдущее сообщение размещено в 11:41 ———-
Код:
<kuid2:117140:10137:5>
Есть на ДЛС.
Ничего не пойму. Там ещё с алиасами так напутано, что сам чёрт ногу сломит.Последний раз редактировалось Arix; 23.12.2018 в 09:43.
Береги assets.tdx смолоду!
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23.12.2018 14:13
#433
Сообщение от Arix
В SP1 он был нормальный, а теперь синтаксическая ошибка, хотя в скрипте ничего не изменилось. 50 маршрутов стали красными. Удар в самое сердце!
В скрипте-то не изменилось, а вот в отношении к скрипту — да. Да и вообще какой смысл в TANE использовать архаичную Z7. Она же там практически неиграбельна. Я лично последний раз её в TANE видел в одной из ранних версий TANE-вского «Крыма» И уже в версии 3.7 маршрутизация отказала полностью. Выходов я вижу три: 1- не использовать карты с Z7 в TANE SP3(самое правильное имхо), 2- оставить для таких карт SP1, если уж так хочется их видеть в TANE, 3 — просить скриптёров подкорректировать скрипт станционного контроллера, но сильно сомневаюсь, что кто-то этим будет заниматься.———- Сообщение добавлено в 15:13 ———- Предыдущее сообщение размещено в 14:54 ———-
Сообщение от Arix
Есть на ДЛС.
Ничего не пойму. Там ещё с алиасами так напутано, что сам чёрт ногу сломит.Алиас-объект не отображается в зависимостях, но наличие его, как и любой другой зависимости обязательно. Ты вообще алиас-объект этот загрузил и установил или нет? Вот этот самый ассет(последняя версия) Coal Mine Basic,<kuid:-25:1091> Без него естественно работать не будет.
Последний раз редактировалось Фёдор Александрович; 23.12.2018 в 14:36.
Мой путь неизведан, он в бездне туманной…
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23.12.2018 17:12
#434
Красные куиды.
T:ANEКод:
<kuid:346926:2011996>,<kuid:346926:2011997>,<kuid:346926:2011998>
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23.12.2018 18:14
#435
Сообщение от Фёдор Александрович
Алиас-объект не отображается в зависимостях, но наличие его, как и любой другой зависимости обязательно. Ты вообще алиас-объект этот загрузил и установил или нет? Вот этот самый ассет(последняя версия) Coal Mine Basic, Без него естественно работать не будет.
Установлен. В зависимостях отображается. Но <kuid2:117140:10137:5> Coal Mine Basic ссылается на <kuid:-3:10137> Coal Mine Basic. А он устаревший, его обсолетит <kuid:-25:1091>. Вот я и запутался. Может, и игра путается? Но я в конфиге у <kuid2:117140:10137:5> вписывал напрямую <kuid:-25:1091>, не помогает. Меши, вроде, все на месте. СМ пишет что-то про Reskin.
Код:
- <kuid2:117140:10137:5> MeshObjectSpec::LinkSpecs> Reskin does not match parent <kuid:-3:10137>
Береги assets.tdx смолоду!
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23.12.2018 18:37
#436
2 часть.
Код:
<kuid:145747:22000>,<kuid:145747:22024>,<kuid:146087:23580>,<kuid:146087:23582>,<kuid:146087:23583>,<kuid:1794779:250201>,<kuid:211305:280015>,<kuid:346926:2011922>,<kuid:346926:2011923>,<kuid:477489:1305>,<kuid:477489:1307>,<kuid:9999:921555>,<kuid2:149987:37683:1>,<kuid2:151900:100202:1>,<kuid2:151900:100249:5>,<kuid2:151900:100250:2>,<kuid2:151900:500508:1>,<kuid2:151900:500512:1>,<kuid2:151900:500516:1>,<kuid2:346926:3401:3>,<kuid2:346926:3403:3>
3 часть.
Код:
<kuid:121826:20019>,<kuid:239173:100063>,<kuid:303030:2036>,<kuid:303030:2037>,<kuid:35412:28012>,<kuid:70274:92003>,<kuid:81596:25104>,<kuid2:151900:500527:1>,<kuid2:151900:500529:1>,<kuid2:69084:38023:2>
T:ANE
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24.12.2018 07:54
#437
Сообщение от FILIPP1992
Красные куиды.
T:ANEМой путь неизведан, он в бездне туманной…
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Сказали спасибо: (2)
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26.12.2018 17:48
#438
Код:
<kuid:370528:1179>,<kuid:370528:1214>,<kuid:370528:1230>,<kuid:370528:1245>,<kuid2:370528:1328:1>
T:ANE
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27.12.2018 09:02
#439
FILIPP1992,
Мой путь неизведан, он в бездне туманной…
-
Сказали спасибо: (2)
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29.12.2018 13:49
#440
Код:
<kuid:118606:140895>,<kuid:118606:141137>,<kuid:118606:141228>,<kuid:198708:113>,<kuid:201563:29045>,<kuid:279498:1009>,<kuid:343316:2791>,<kuid:450244:1009>,<kuid2:476056:1045:1>
T:ANE
2 часть.Последний раз редактировалось FILIPP1992; 29.12.2018 в 13:51.

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<kuid:236443:9102428>
Author: |
varz |
Kind: | scenery |
Build: | 2.5 |
Size: | 210.14KB |
Uploaded: | 2021-07-14 |
VE197: Syntax error in script ‘z7_bb.gs’ for asset <kuid:236443:9102428> «z7 station controller»
VE220: z7_common.gs(2756)
VE197: Syntax error in script ‘z7_common.gs’ for asset <kuid:236443:9102428> «z7 station controller»
VE220: ./z7_lc.gs(10)
VE220: ./z7_bb.gs(82)
VE197: Syntax error in script ‘z7_custom.gs’ for asset <kuid:236443:9102428> «z7 station controller»
VE220: z7_custom.gs(101)
VE197: Syntax error in script ‘z7_lc.gs’ for asset <kuid:236443:9102428> «z7 station controller»
VE220: ./z7_bb.gs(82)
VE197: Syntax error in script ‘z7_lmdf.gs’ for asset <kuid:236443:9102428> «z7 station controller»
VE220: z7_common.gs(2756)
VE197: Syntax error in script ‘z7_scontroller.gs’ for asset <kuid:236443:9102428> «z7 station controller»
VE220: ./z7_bb.gs(82)
VE48: This asset uses an obsolete trainz-build number. Trainz-build numbers below 3.5 are no longer supported.
VE62: Required container ‘thumbnails’ is missing.
VE109: The low-detail meshes total more than 500 polygons. This may have a negative impact on performance: 0: 1315
- z7 station controller
-
anim.kin
19.69KB -
config.txt
1.76KB -
config.txt-1.txt
1.20KB -
license.txt
2.39KB -
machta.jpg
68.40KB -
machta.texture.txt
29 bytes -
mesh.im
67.89KB -
red_nc.texture.txt
29 bytes -
red_nc.tga
48.04KB -
z7_bb.gs
15.42KB -
z7_common.gs
69.03KB -
z7_custom.gs
19.81KB -
z7_dh.gs
2.89KB -
z7_lc.gs
9.23KB -
z7_lmdf.gs
86.49KB -
z7_rtbuilder.gs
7.99KB -
z7_scontroller.gs
38.08KB -
z7_scontroller.gs-2.txt
37.92KB -
z7_scontroller.gs-z.txt
36.73KB
I’m getting an error ((standard_in) 1: syntax error
) trying to run the below code in a bash script. Could someone please point me in the correct direction?
if [[ $(bc <<< "$p0value > $freezeMax") ]]; then
vP0='<a href="f1.php" class="blink">[Freezer 1: '
vP0=$vP0$p0value
vP0="$vP0 °C]</a>"
tempDIFF=$( bc <<< "$p0value-$freezeMax")
echo "$P0_name is currently at $p0value °C, which is $tempDIFF °C higher than it should be. Please attend to this." >> $emailPATH/email.txt
sendP0=1
elif [[ $(bc <<< "$p0value < $freezeMin") ]]; then
vP0='<a href="f1.php" class="blink">[Freezer 1: '
vP0=$vP0$p0value
vP0="$vP0 °C]</a>"
tempDIFF=$(bc <<< "$freezeMin-$p0value")
echo "$P0_name is currently at $p0value °C, which is $tempDIFF °C lower than it should be. Please attend to this." >> $emailPATH/email.txt
sendP0=1
else
vP0='<a href="f1.php" class="steady">[Freezer 1: '
vP0=$vP0$p0value
vP0="$vP0 °C]</a>"
sendP0=0
fi
FYI: the variables contain float numbers so I need to use bc
to do the calculations.
Extra Info:
I’m running this on a Raspberry Pi 2 running Raspbian Jessie.
The shebang is #! /bin/bash
asked Jan 13, 2017 at 12:25
4
The error comes from bc
, not the shell running your script. Perhaps one of the variables is empty?
~ $ bc <<< " < 1"
(standard_in) 1: syntax error
answered Jan 13, 2017 at 13:57
chorobachoroba
44.9k7 gold badges82 silver badges107 bronze badges
2
bc will output 1 if condition is true
test should be
if [ $( bc <<< "test" ) == 1 ]
reading man page about [[
indicate this will test length of string, this might not be what you want.
answered Jan 13, 2017 at 13:07
ArchemarArchemar
30.8k18 gold badges69 silver badges104 bronze badges
3
So I started looking (backwards from point of error) at the files being generated by libtool and there is a grep
command which is screwing things up.
The output of the following command looks good:
$ /usr/bin/nm -B ./.libs/libzkst.a ./.libs/libhashtable.a | sed -n -e 's/^.*[ ]([ABCDGIRSTW][ABCDGIRSTW]*)[ ][ ]*([_A-Za-z][_A-Za-z0-9]*)$/1 2 2/p' | sed '/ __gnu_lto/d' | /bin/sed 's/.* //' | sort | uniq > .libs/libzookeeper_st.exp
$ head .libs/libzookeeper_st.exp
deallocate_ACL
deallocate_ACL_vector
deallocate_AuthPacket
deallocate_Buffer
deallocate_CheckVersionRequest
But, when /bin/grep
is applied, the output has erroneous color codes:
$ /bin/grep -E -e "(zoo_|zookeeper_|zhandle|Z|format_log_message|log_message|logLevel|deallocate_|zerror|is_unrecoverable)" ".libs/libzookeeper_st.exp" > ".libs/libzookeeper_st.expT"
$ head .libs/libzookeeper_st.expT
ESC[1;35;40mESC[Kdeallocate_ESC[mESC[KACL
ESC[1;35;40mESC[Kdeallocate_ESC[mESC[KACL_vector
ESC[1;35;40mESC[Kdeallocate_ESC[mESC[KAuthPacket
ESC[1;35;40mESC[Kdeallocate_ESC[mESC[KBuffer
ESC[1;35;40mESC[Kdeallocate_ESC[mESC[KCheckVersionRequest
The funny thing is that if I use /bin/grep --color=auto
instead of /bin/grep
, things look fine.
So basically I ended up exporting --color=auto
to GREP_OPTIONS
which was previously set to --color=always
:
$ echo $GREP_OPTIONS
--color=always
$ export GREP_OPTIONS='--color=auto'
And voila! Things worked!
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These are examples of solutions for common and simple obsolete Trainzscript functions. This is not an exhaustive list. Solutions for more complex obsolete functions can be found (TBD).
Under Development The contents and the layout of this page is under development.
Contents
- 1 class Crossing
- 1.1 SetCrossingAutomatic()
- 1.2 SetCrossingState()
- 2 class HTMLWindow
- 2.1 GetCompleteIndustryViewDetailsHTMLCode()
- 3 class IndustryProductInfoCollection
- 3.1 GetProductIndexFromAsset()
- 3.2 GetProcessIndexFromName()
- 3.3 AddProduct()
- 4 class Train
- 4.1 GetVelocity()
- 5 class Vehicle
- 5.1 GetFacingRelativeToTrain()
class Crossing
SetCrossingAutomatic()
SetCrossingState()
Error: VE197: Syntax error in script ‘somescript.gs’ for asset <kuid:0000:0000> «Asset Name».
Error: VE267: somescript.gs(48) : function SetCrossingAutomatic is obsolete in object Crossing.
Error: VE267: somescript.gs(48) : function SetCrossingState is obsolete in object Crossing.
This method now requires a SecurityToken as a parameter to the function call
Repair
You need to initialize a SecurityToken, then add it as a parameter to your function calls.
Usage example:
In your header add
SecurityToken stoken;
Then in your function calls add your token.
SetCrossingAutomatic(stoken, false); SetCrossingState(stoken, 1);
More information on Class Crossing
class HTMLWindow
GetCompleteIndustryViewDetailsHTMLCode()
VE267: somescript.gs(linenumber) : function GetCompleteIndustryViewDetailsHTMLCode is obsolete in object HTMLWindow.
This error occurs when trying to use this method with an obsolete class. In this case, class GenericIndustry has been obsoleted and replaced with BaseIndustry.
Repair
Change all instances of ‘GenericIndustry’ in the code to ‘BaseIndustry’.
Usage example:
include "BaseIndustry.gs" class <myclass> isclass BaseIndustry>
class IndustryProductInfoCollection
GetProductIndexFromAsset()
<kuid2:00000:00000:1> : VE267: multipleindustryplus.gs(711) : function GetProductIndexFromAsset is obsolete in object IndustryProductInfoCollection.
Repair
Replace with GetProductIndex(Asset product) from the same class. The returned value (int) is the same.
GetProcessIndexFromName()
<kuid2:00000:00000:1> : VE267: multipleindustryplus.gs(2024) : function GetProcessIndexFromName is obsolete in object IndustryProductInfoCollection.
Repair
Replace with GetProcessIndex(int productIndex, string processName) from the same class. The returned value (int) is the same.
AddProduct()
<kuid2:00000:00000:1> : VE267: somescript.gs(999) : function AddProduct(string, string) is obsolete in object IndustryProductInfoCollection.
Repair
Replace with AddProduct(Asset product, Vehicle vehicle) from the same class. Instead of using strings for product and vehicle names, you will need to provide a product asset and a vehicle of type Vehicle.
Usage example:
TBD
class Train
GetVelocity()
GetVelocity obsolete error or warning: <kuid:0000:0000> : VE267: somescript.gs(299) : function GetVelocity is obsolete in object Train.
Repair
You have two replacement options in the Train class (train.gs):
float GetSmoothedVelocity(void);
This function return the train’s velocity in metres per second and is suitable for human viewing such as a cab display.
float GetTrainVelocity(void);
This function provides the instantaneous velocity for vehicles in this train, which is good for physics calculations but not good for human-readable display.
Usage example:
float mySpeed; mySpeed = GetSmoothedVelocity(); // this is the more likely option but depends on what the overall script is trying to do. // or the more accurate version mySpeed = GetTrainVelocity();
class Vehicle
GetFacingRelativeToTrain()
???GetFacingRelativeToTrain obsolete error or warning: <kuid:0000:0000> : VE267: somescript.gs(450) : function GetFacingRelativeToTrain is obsolete in object Vehicle.
Repair
You have one replacement option in the Vehicle class (vehicle.gs):
bool GetDirectionRelativeToTrain(void);
This function returns true if the vehicle faces the same way as the Train, false otherwise. This function is a bit tricky to understand and especially when a vehicle, such as a coach/carriage, is involved.
Usage example1:
Vehicle myVehicle; bool sameDirectionAsTrain; sameDirectionAsTrain = GetDirectionRelativeToTrain();
Usage example2:
Vehicle[] trainVehicles; Vehicle myVehicle; bool sameDirectionAsTrain; int i; trainVehicles = GetMyTrain().GetVehicles(); if (trainVehicles) { //unlikely to be null but ... for (i = 0; i < trainVehicles.size(); ++i) { //get direction of this vehicle in the train sameDirectionAsTrain = trainVehicles[i].GetDirectionRelativeToTrain(); if (sameDirectionAsTrain) { // do what is necessary here Interface.Print("Vehicle "+ (i+1) + " is facing forward"); // add 1 so that the first vehicle is number 1 and not 0 (zero) } else { Interface.Print("Vehicle "+ (i+1) + " is facing backwards"); } } }
- Forum
- Mainline — Trainz Discussion
- General Trainz
- error with uploaded reefers in script
-
June 22nd, 2022, 09:25 PM
#1
error with uploaded reefers in script
not sure how to fix this. thanks.
An Error Occured with <kuid:327871:100830> Rock Island 40ft Reefer V1 #
<kuid:327871:100830> : VE197: Syntax error in script ‘reefer3lodi.gs’ for asset <kuid:327871:100830> «Rock Island 40ft Reefer V1 #»
<kuid:327871:100830> : VE267: reefer3lodi.gs(397) : member MESSAGE_BROADCAST is obsolete in object Router.file to big to show all of it
but here is the part that is wroung? maybe
Message msg;
int m_target = Router.MESSAGE_BROADCAST;cloned from 40ft Reefer Illinois Central MDT #d
<kuid2:56063:100656:2>Modeling Ho scale on the cheap
GT 730 8 Meg
-
June 22nd, 2022, 11:35 PM
#2
The script uses obsolete functions.
the script APIs themselves say:
// Obsolete, do not use.
// Message broadcasting causes every script object to be sent a message. This
// is very inefficient, as most nodes won’t want the message, and unneccessary,
// as Sniff can be used to be notified of specific messages on objects.
// Note that in future versions scripts attempting to post or receive
// broadcast messages may trigger script exceptions and/or error logs.
public obsolete define int MESSAGE_BROADCAST = 0;Visit the wiki page here for more info on fixing obsolete scripts:
https://online.ts2009.com/mediaWiki/…ript_functions
-
June 23rd, 2022, 08:05 AM
#3
Originally Posted by Tony_Hilliam
The script uses obsolete functions.
the script APIs themselves say:
// Obsolete, do not use.
// Message broadcasting causes every script object to be sent a message. This
// is very inefficient, as most nodes won’t want the message, and unneccessary,
// as Sniff can be used to be notified of specific messages on objects.
// Note that in future versions scripts attempting to post or receive
// broadcast messages may trigger script exceptions and/or error logs.
public obsolete define int MESSAGE_BROADCAST = 0;Visit the wiki page here for more info on fixing obsolete scripts:
https://online.ts2009.com/mediaWiki/…ript_functionsIs it time to look at scripting and see if we can come up with a number of either certified scripts or standard scripts that can be used by content creators and I don’t mean complex ones that do many things. The broadcast comment is of interest as many of the coupling scripts for UK assets I believe used it so what will replace those scripts?
Thanks
Cheerio John
-
June 23rd, 2022, 11:05 AM
#4
Originally Posted by johnwhelan
Is it time to look at scripting and see if we can come up with a number of either certified scripts or standard scripts that can be used by content creators and I don’t mean complex ones that do many things. The broadcast comment is of interest as many of the coupling scripts for UK assets I believe used it so what will replace those scripts?
Thanks
Cheerio John
In another thread Tony has already put out the call to hire some part time workers with Trainz scripting experience to start updating older and broken scripts on the DLS.
For the ‘reefer3lodi.gs’ script, I’m in the process of updating a version of that script for Majekear. The new version will be maintained in a library asset so it can be modified and updated very easily. The older assets using older variations of the script have their own copy of the script included in each asset. So updating each individual script is a nightmare. The reason I suggested to Majekear to switch to a central library holding all the updated scripts and use the «script-include-table» container in the config as required so the asset has access to script(s) as required, is to avoid problems like this in the future.
<kuid:327871:100830> : VE267: reefer3lodi.gs(397) : member MESSAGE_BROADCAST is obsolete in object Router. — I didn’t write this section of the above script. It was part of the script I was given to fix — way back in TRS06 IIRC. So it’s been around 15 years or so. The part throwing the error controls the visual effects when coupling cars.
Technically I don’t have clear permission to change this part of the script due to possible copyright infringements but if the original author of that code wants to object he is free to do so. In the mean time I’ll change this in the new version of the script. This will only eliminate the error on new versions of the cars.
That’s the easy part. To fix existing content requires editing the existing script. But has to be done on each and every asset using this or a similar script.
Bob Pearson
Last edited by RPearson; June 23rd, 2022 at 11:36 AM.
TRAINZ-UTC-TRS04-TRS06-TC1&2-TC3-TS09-TS10-TS12-TANE(TEG)-TMR17-TRS19-TRS22
Member since 6-14-2002
-
June 23rd, 2022, 02:23 PM
#5
Much like Andrea did with the JAG scripts. I like the approach but it means somewhere we need to document it for content creators and those who reskin.
Cheerio John
-
June 23rd, 2022, 05:58 PM
#6
Originally Posted by johnwhelan
Much like Andrea did with the JAG scripts. I like the approach but it means somewhere we need to document it for content creators and those who reskin.
Cheerio John
Not sure what and where it has to be documented as a new script will be used with the any new cars that are uploaded. Reskinners using the new cars will use the new script unless they replace it in the configs with their own or different one. For old cars that are reskinned the reskinner is on the hook to verify his upload meets current standards.
As a follow on I have looked at the code (see below) and I’m a bit confused because as far as I can see the script doesn’t actually use the Router.MESSAGE_BROADCAST member it assigns to the int variable m_target. NO MESSAGES ARE SENT using this as a destination.
Is the new check only testing for presence of «Router.MESSAGE_BROADCAST»? This script does not and cannot as coded broadcast messages to every node in the Router.
You only need to comment out or just delete line 397, «int m_target = Router.MESSAGE_BROADCAST;», to clear the error flagged by the compiler. I’ve already deleted it in the new version of the script I’m working on. Actually, I did it some time ago since Rene and I have both had some starts, stops and long delays with this update — real life and frustrations with Trainz occasionally getting in the way.
Code:
thread void CarMonitor(void) { Message msg; int m_target = Router.MESSAGE_BROADCAST; <-- change this line to //int m_target = Router.MESSAGE_BROADCAST; OR DELETE IT to clear error while (status != CAR_DERAILED) { if (status and DoUpdate) { DoUpdate = 0; DecoupleHoses(status, GetDirectionRelativeToTrain()); UpdateGear(); } wait() { on "Vehicle", "BadCouple", msg: { } on "Vehicle", "Coupled", msg: { } on "Vehicle", "Decoupled", msg: { } on "Vehicle", "Derailed", msg: { if (msg.src == me) { status = CAR_DERAILED; break; } } on "World", "ModuleInit": { status = CarCheck(); SetGear(status, GetDirectionRelativeToTrain()); } } status = CarCheck(); } }
Bob Pearson
TRAINZ-UTC-TRS04-TRS06-TC1&2-TC3-TS09-TS10-TS12-TANE(TEG)-TMR17-TRS19-TRS22
Member since 6-14-2002
-
June 23rd, 2022, 06:14 PM
#7
Originally Posted by RPearson
Not sure what and where it has to be documented as a new script will be used with the any new cars that are uploaded. Reskinners using the new cars will use the new script unless they replace it in the configs with their own or different one. For old cars that are reskinned the reskinner is on the hook to verify his upload meets current standards.
As a follow on I have looked at the code (see below) and I’m a bit confused because as far as I can see the script doesn’t actually use the Router.MESSAGE_BROADCAST member it assigns to the int variable m_target. NO MESSAGES ARE SENT using this as a destination.
Is the new check only testing for presence of «Router.MESSAGE_BROADCAST»? This script does not and cannot as coded broadcast messages to every node in the Router.
You only need to comment out or just delete line 397, «int m_target = Router.MESSAGE_BROADCAST;», to clear the error flagged by the compiler. I’ve already deleted it in the new version of the script I’m working on. Actually, I did it some time ago since Rene and I have both had some starts, stops and long delays with this update — real life and frustrations with Trainz occasionally getting in the way.
Code:
thread void CarMonitor(void) { Message msg; int m_target = Router.MESSAGE_BROADCAST; <-- change this line to //int m_target = Router.MESSAGE_BROADCAST; OR DELETE IT to clear error while (status != CAR_DERAILED) { if (status and DoUpdate) { DoUpdate = 0; DecoupleHoses(status, GetDirectionRelativeToTrain()); UpdateGear(); } wait() { on "Vehicle", "BadCouple", msg: { } on "Vehicle", "Coupled", msg: { } on "Vehicle", "Decoupled", msg: { } on "Vehicle", "Derailed", msg: { if (msg.src == me) { status = CAR_DERAILED; break; } } on "World", "ModuleInit": { status = CarCheck(); SetGear(status, GetDirectionRelativeToTrain()); } } status = CarCheck(); } }
Bob Pearson
I was thinking more generally about reskins and how to fix them up. Generally speaking the person who created the mesh and set the script up is unable to correct any reskins.
Cheerio John
-
June 23rd, 2022, 07:46 PM
#8
Originally Posted by RPearson
…. So updating each individual script is a nightmare. …
Bob Pearson
Yes, as we found with those 2000+ Russian switches that all used the same rdsjunc.gs script. Fortunately, N3V stepped in to take on the problem.
Even if N3V does manage to repair some of those code libraries there must be 100’s, if not 1000’s, of scripted assets on the DLS with latent problems.
Paul
-
June 23rd, 2022, 07:50 PM
#9
Originally Posted by johnwhelan
I was thinking more generally about reskins and how to fix them up. Generally speaking the person who created the mesh and set the script up is unable to correct any reskins.
Cheerio John
John,
Is there a particular problem with reskins?The «standard» way of repairing reskins is using that small script to swap textures in the Init() method. That works ok but can be unreliable for LODed models and especially if, say, the lowest LOD model uses a different material
Paul
-
June 23rd, 2022, 08:49 PM
#10
Originally Posted by pcas1986
John,
Is there a particular problem with reskins?The «standard» way of repairing reskins is using that small script to swap textures in the Init() method. That works ok but can be unreliable for LODed models and especially if, say, the lowest LOD model uses a different material
Over the years a lot of my work has been reskinned. Then a new version of trainz comes out or even a service pack and the asset needs fixing. I can fix the originals but not the reskins which are under a different kuid. For script errors not having the script in the asset would at least help.
Cheerio John
-
June 23rd, 2022, 09:09 PM
#11
pm’d majekear asking if i could change his script file. with the change to it as above.
Modeling Ho scale on the cheap
GT 730 8 Meg
-
June 23rd, 2022, 09:14 PM
#12
Originally Posted by johnwhelan
… For script errors not having the script in the asset would at least help.
Cheerio John
That, I imagine, would need a completely new way of doing reskins.
I’m not a fan of reskins and never have been. There are so many issues with them that I tend to ignore those broken reskins in the CRG list in favour of something worth fixing.
Paul
-
June 24th, 2022, 07:48 PM
#13
fourteen……..first, I have not read all the post here to your posting. Any script used were not created by me. So I really can’t give you permission to edit. Also, in the description tag of the car’s config.txt file is indication of those who create any script used. However, most scripts were created to be used without restriction. So I would look in the config.txt file of the script being used to see if permission to edit is needed. As to me, I have basically zero script writing ability. Therefore, I am trusting in those responding here to help you with the problem. RPearson has posted here and he is currently the person who is helping with any script problems I need or encounter. If he can’t help, I do not know who can. Thanks for your interest in the Reefer.
-
June 24th, 2022, 09:26 PM
#14
thank you for resoponding. looked at the it, domt see anything about needing permission etc.
Modeling Ho scale on the cheap
GT 730 8 Meg

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1 час назад, SandrIlyon сказал:
Чините. Мы к ней отношения не имеем.
как чинить.и куид установлен в ваш сценарий.
5 минут назад, Игорь Федорук сказал:
как чинить.и куид установлен в ваш сценарий.
Я удаляю и дальше просит єтот куид не хватает
9 минут назад, Игорь Федорук сказал:
как чинить.и куид установлен в ваш сценарий.
Я удаляю и дальше просит єтот куид не хватает
дайте рабочую версию.в куиднице только єта.
Изменено 29 июня, 2021 пользователем Игорь Федорук
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- Обмен исправленным контентом для TANE и ТC19
-
20.06.2015 10:36
#1
Обмен исправленным контентом для TANE и ТC19
Аналог «Поиска куидов» и «Устранение ошибок в дополнениях» для Тани.
Примеры запроса1. Нужны исправленные
2. В *таком-то-контенте* ошибки: *такие-то-ошибки*
Прошу поделится или помочь исправить : *ссылка на контент*ВНИМАНИЕ
Пост закреплен. Читать всем входящим.
Запросы, составленные криво, будут удаляться. Имейте уважение к тем, кто вам помогает.В этой теме спрашиваем недостающие куиды для TANE/ТС19/ТС22
Пожалуйста, пишите используя тег «code», в строку и без пробелов,
например:Код:
<kuid:******:******>,<kuid:******:******>,<kuid:******:******>
Список куидов должен быть написан через запятую, без пробелов.
Для правильного форматирования списка используем программу Kuid Wizard
Отформатированный список вставляем в сообщение, выделяем и используем тег code, эта кнопка выглядит так:
Просматриваем сообщение с помощью кнопки «Предварительный просмотр», правим ошибки, и только потом нажимаем «Отправить». Куиды так же можно поискать на:и
При показе скриншотов с расшифровкой ошибок — используем только английский язык игры! На русском языке ошибки отображаются некорректно, не усложняйте жизнь помогающим вам!
Последний раз редактировалось Фёдор Александрович; 23.02.2022 в 13:26.
Трамвайники всіх країн єднайтеся!
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Сказал спасибо:
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20.06.2015 10:36
#Trainz
Реклама
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17.01.2021 00:13
#1221
1. Можно, пожалуйста, эти исправленные?
Код:
<kuid:-25:63>,<kuid:257433:100321>,<kuid2:19691:101373:1>,<kuid:19691:100215>
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17.01.2021 13:49
#1222
legioner21,
Сообщение от legioner21
Как исправить? VE197:Ошибка синтаксиса в скрипте ‘gclconsisthelpergs’ для объекта<kuid:401543:1182> «Глобальная библиотека составов» VE220:gclconsisthelpergs(20): Cannot override native function with non-native function,line 20.
Это дефолтное дополнение для ТРС12, его скрипт несовместим с TANE/ТС19 и править его никто не будет, советую забыть про него. Нечего тащить старые карты в ТС19, сколько уже говорилось.
LisAndrey,Chrome392, обнови все зависимости до последних версий с DLS и да будет тебе счастье.
milowidow, первый в куиднице есть
Два других вообще-то дефолтные.
Georgy-ЮВЖД, 3 куида, первый — устаревший, скачай с DLS обновление
Код:
<kuid:-25:1174> Gen1960 op1
Последний раз редактировалось Фёдор Александрович; 17.01.2021 в 14:16.
Мой путь неизведан, он в бездне туманной…
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Сказали спасибо: (2)
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17.01.2021 21:09
#1223
Комментарий администрации
(Внимание! Ответ на этот комментарий приводит к блокировке пользователя)
- Фёдор Александрович:
- KuidWizard для кого существует? Пока не научишься пользоваться посты будут удаляться
Последний раз редактировалось Фёдор Александрович; 18.01.2021 в 16:38.
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18.01.2021 17:23
#1224
1) Поделитесь, пожалуйста, этими исправленными.
Код:
<kuid:502415:104409>,<kuid:565830:100206>,<kuid:620958:101209>,<kuid:620958:101210>,<kuid:620958:101742>,<kuid2:428217:2045:2>,<kuid2:428217:72:5>
И ещё вопрос:
Что делать с куидами, которые имеют статус «устаревшее» и «платное дополнение (не активен)»?
Например:
1) Устаревшие:Код:
<kuid2:413547:104513:5>,<kuid2:413547:104517:5>
2) Платные:
Код:
<kuid:149987:25839>,<kuid:239173:1051>
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19.01.2021 15:45
#1225
Нужны исправленные для TRS19
Код:
<kuid:151055:24029> RE sU po mu <kuid:151055:24019> RE sU po 221 <kuid:151055:24031> RE sU po 221 r <kuid:151055:24035> RE sU po 3 r <kuid:151055:24058> RE sU pn 321 r <kuid:151055:24048> RE sU pn 32 <kuid2:428217:269:3> d dom 1et 19
———- Сообщение добавлено в 20:45 ———- Предыдущее сообщение размещено в 20:38 ———-
+ ещё
Код:
<kuid:151055:60060> RE sU old head library <kuid:151055:60065> RE sU new head library <kuid:151055:60059> RE sU hanger signal support library <kuid:151055:60058> RE sU arrows <kuid2:151055:60022:2> RE Information Markers <kuid2:151055:60048:2> RE Dummy Accessory
Последний раз редактировалось Maks D; 19.01.2021 в 15:39.
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19.01.2021 15:59
#1226
Сообщение от Maks D
+ ещё
Код:
<kuid2:151055:60022:2> RE Information Markers <kuid2:151055:60048:2> RE Dummy Accessory
Эти куиды исправные. Качай с DLS
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19.01.2021 16:03
#1227
Georgy-ЮВЖД, Georgy-ЮВЖД, часть
по поводу этих деталей КС
Код:
<kuid:620958:101209> AC4BCH Fix 3100 FKS (Ksp) <kuid:620958:101210> AC4BCH Fix 3100 op FKS (Ksp) <kuid:620958:101742> AC4 rigel-A opora S1
надо обращаться к автору
Сообщение от Georgy-ЮВЖД
И ещё вопрос:
Что делать с куидами, которые имеют статус «устаревшее» и «платное дополнение (не активен)»?
Например:
1) Устаревшие:
Код:
<kuid2:413547:104513:5>,<kuid2:413547:104517:5>
2) Платные:
Код:
<kuid:149987:25839>,<kuid:239173:1051>Если не встроенные в игру, то можно удалить. Встроенные оставь в покое.
Мой путь неизведан, он в бездне туманной…
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19.01.2021 17:09
#1228
Сообщение от Amoraki90
Эти куиды исправные. Качай с DLS
Так они с ДЛС скачаны, не понимаю…
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20.01.2021 10:26
#1229
Код:
<kuid2:86105:60601:3>
———- Сообщение добавлено в 10:26 ———- Предыдущее сообщение размещено в 10:25 ———-
Для ТС19
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20.01.2021 10:46
#1230
Сообщение от Maks D
Так они с ДЛС скачаны, не понимаю…
значит показывай список ошибок

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