Because having a working railroad system is a lot more difficult than making a few decorative items. You may be able to make some decorative items to make a more extensive railroad system, but even then it wouldn't be functional, and it'd be a BIG job.
I discovered this article a while ago. I'm a bit bummed because the person doesn't say whether or not the train actually moves (they do say 'animated train' though), because when I've tried this method, I do get the train and the sound of it, but it doesn't move anywhere. I tried it in my regular game on a lot in Sunset Valley.
This effect is from EP1 made for France. I'm curious to know, how the train looks like in there. I haven't really played in France so I don't know yet.
I'm making an industrial city, with big railroads going through the city. That's why I'm eager to get this animated train working. And if it doesn't, maybe I'll just put the effect in there because the sound is pretty cool because you can hear if from further away in the world.
Would anyone else be interested in trying the fog emitter's animated train effect? It would be interesting to see if anyone will get it function properly!
Okay I have now discovered the following. You can get the old steam train work as a animated, moving, full-on sound making, honking and steaming train! I put a fog emitter on a lot, then typed in command traininter. The train appeared immediately, and started moving straight ahead after entering play mode. It goes a pretty long way, and then disappears. I thought the animation would only be for one time, but after TWO DAYS the animation was repeated from the beginning! Damn I jumped on my seat as I didn't believe it would repeat, and I was doing other things...
Anyway, you can get animated trains now! And they seem to appear randomly or every two days. I still gotta investigate that one better.
Okay the trains appear randomly, I got four (and they just keep coming) appearances in one sim day. Man I jumped again...
Okay, cool! I wonder if there's some kind of difference between the two commands, like maybe the command ep1train requires WA to be installed to show up...? Anyway, it's great that both commands actually work! Now it would be good to test out the spawning more throughly, to see if there's some specific pace going on... *goes off to do some more testing*
I played for over two sim-weeks on a lot with two spawners, both with different commands, traininter and ep1train. A train spawned immediately after putting in traininter, but I got no signs from ep1train at all. After that, I got no trains whatsoever from either of the spawners. I played on other lots, came back to the original lot, saved, exited the game, reloaded, but no trains appeared at any point.
After that, I started another game and played for five sim-days. No trains showed up.
This is kind of a setback... Maybe the effect is completely and utterly random? If you'd be willing Armi, could you do some further testing with the spawners? I'll keep on testing too, this whole thing seems rather confusing now...
If you use the method in this thread: http://www.modthesims.info/showthread.php?t=429946
Then you can get the neighourhood train effect from France into your world, as yeabil did. This way you don't have to put the train on a lot for it to work, and it seems continuous.
auntielynds That is the method which requires the effect to be placed on a lot (the same as Armi and I talked about before). :/
simsample Thank you so much for the link, that seems to be exactly the thing needed for this!
So basically for the train effect to be part of a world, you need to extract the desired effect from the world it is included in (in this case, France), then you just move the desired effect's file from that world into the custom world using s3pe? Sounds simple and very handy!
There must be a better way- I'd like to find out how to make these objects buyable, but I can't seem to find their OBJDs in any of the game files. So until someone figures that out, this is the way to do it- import the file from another world, as you rightly deduced. If you wish to have more than one train in a world then you would need to import the object twice without overwriting, and then change the ID number of one in the WDET and OBJN of the layer file.
The train object, I've not got around to test the animation yet, you will probable need to go in game to do that, I can tell you I'm currently working on compilation of objects to be used in Caw, the objects are taken from all the EP's so far, it will be a compilation of objects not a full set, you will able to add about 100 extra objects into caw when I release this. It will also include extra sound files, treasure spawners to be used in caw. Most of this can already be done, it will just save you the trouble of doing it yourself.
I did some more testing on the ep1train, and I have to say it works like a charm. What's different on it compared to traininter, is that it doesn't spawn at the same point the emitter is on, but some way away from it, so that's why it may have not "worked" for Ari (i assume you looked very closely and therefore did not see the train spawning further away.)
The ep1train spawns indeed some distance away from the emitter, then it travels towards the emitter, and about same distance away from it again. Then 2-8 hours later, it does it again.
Hmm, the lot I tested these in, was in a 'tiny' world map, so maybe that had something to do with it? I dunno, I didn't see it anywhere though I looked to the distance, closely and from further away... D: I'll test again... Does the ep1train appear immediately after entering the command? Could you maybe take a screenshot of the distance where it appears from the emitter?
The ep1train works several hours after you place the emitter, to test the train yourself place the emitter and then save your test world and enter the game, before you go rushing to where you located the emitter, save your game and exit back to the main menu, some of the emitters don't seem to work correctly the first time you load in a world, so exit to the main menu, this will allow the world to correctly read the emitter the next time you load in the world.
Next load in your test world and start a new game, while the game is running, move the camera to where you located the emitter you should very shortly start to see the train.
A little old this pic, but you can still see the train in action, I placed 2 emitters next to the old broken train station and if you look carefully you can actual see a second train coming out of the tunnel
Oh yeah, I noticed that many of the world effects (such as the science facility's smoke and drainpipes' spill water) weren't working in Twinbrooks when I went to test the train effect in there, and it's apparently why I didn't spot the train in France either... Well, it's good to know that at some point they will eventually kick in. :D