I believe that this could work as the script that is referenced in the signal blueprint:
- Code: Select all
require "Assets/AndiS/FPSignals/scripts/FP CLS Stop Signal.out"
function Initialise ()
DefaultInitialise()
gLightTable[1][LIGHT_RED] = "the red lights"
gLightTable[1][LIGHT_GREEN] = "the white lights"
gLightTable[1][HEAD_MAIN] = "" -- the head is not a child object
gLightTable[1][LIGHT_FEATHER] = "the illumination of the character for link 1"
gLightTable[1][HEAD_FEATHER] = "" -- the feather is not a child object
gLightTable[2][LIGHT_FEATHER] = "the illumination of the character for link 2"
gLightTable[2][HEAD_FEATHER] = "" -- the feather is not a child object
end
All four light names are the names of the object (model part) to switch on, i.e., make visible, to show the aspect. Just like the Kuju signals have mod_hd2_red there.
In the internal logic, this works as a CLS stop signal with a desaturated green light and two feather. I.e., there is no "straight" route that does not light a feather. (Would that be feather or finger? I never seem to remember.)
I hope it works with the empty strings for the head names. If not, try making the main head (the ground signal) one child object and the route indicator the other and put the name of the children as per blueprint into HEAD_MAIN and HEAD_FEATHER (twice the same for route 1 and 2). I only remember testing with external indicators (as external signal objects) but this is meant to work for all-in-one models, too.