Conditional objects like parked cars

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  • Hello,

    I was thinking how to structure this question, so I will write three examples. I would like to make my map as dynamic as possible.


    Basic example, is there a way to use the parked cars system with other objects? You place an object, and that object will sometimes appear sometimes won't (a newspaper on a street, a car accident (this would be one object)...)...


    More advanced example, object that will appear only in a time period - every day between 07-14h, object that includes group of people at a flea market for example.


    Very advanced example, the flea market people example from above, but the object should appear only on Sundays.


    I saw the fireworks object from the "generic" folder but, honestly, I don't understand how to apply that on my objects.


    Thank you.

    Sorry if I posted this in the wrong section, I couldn't decide should I post here or in the object development section.

  • Hi,

    I don't understand scripts very well, but I would recommend you to check Ettbruck and Waldhofen.

    Ettbruck have objects which appear in specific days/seasons like a skiers or people, tables, chairs and parasols next to the pub in the summer (near Ettbruck Bf).

    Waldhofen has flea markets on Waldhofen Bf which appears only on Sundays I think.


    Anyway, I hope someone will help you more with specific settings in scripts, etc.

  • car parking slot is OMSI 2\Sceneryobjects\Generic\car_park.sco


    there is no further script for car parking available in this folder, it seams to be hard coded in the OMSI Engine, same as bus stop and entry point.

  • The carp_park.sco is a placeholder and is ingame replaced with either nothing or cars defined in each maps parklist_p.txt


    If you want to place a specific car then check the vehicles folder, there you can find *.sco files for a lot of KI-cars.

  • It is only possible with custom scripts and the [visible] Tag. It shuld look like this:


    Here the Meshes will only be visible if the variable visvar is set to the given Value.


    Now some simple script:

    Code: main.osc (Script)
    1. {init}
    2. 3 random (S.L.visvar)
    3. {end}

    This script sets the variable to a random number between the 3 objects in the initialisation process. (Set the number higher if you want them to be invisible sometimes)


    Do'nt forget to create a varlist like this:


    Code: main_varlist.txt
    1. visvar


    And thats it. The only thing you have to deliver is the 3D-model.