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	<id>https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Idham.</id>
	<title>TrainzOnline - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Idham."/>
	<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/wiki/Special:Contributions/Idham."/>
	<updated>2026-11-05T04:21:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Mobile-area-driving-select_route&amp;diff=9604</id>
		<title>Mobile-area-driving-select route</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Mobile-area-driving-select_route&amp;diff=9604"/>
		<updated>2016-11-24T19:20:37Z</updated>

		<summary type="html">&lt;p&gt;Idham.: Trainzvportal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trainz_Logo}}&lt;br /&gt;
&lt;br /&gt;
== Select Route ==&lt;br /&gt;
&lt;br /&gt;
In Trainz, a &amp;quot;Route&amp;quot; is the name given to the &amp;quot;world&amp;quot; that you will be driving in. A Route can be big or small, real or fictional.  &lt;br /&gt;
&lt;br /&gt;
Tap on &amp;quot;Select Route&amp;quot; to load a list of Routes that are available.&lt;br /&gt;
&lt;br /&gt;
[[file:main_menu-select_route.png|500px]]&lt;br /&gt;
&lt;br /&gt;
==Select Route Menu==&lt;br /&gt;
[[file:section-select_route_large.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Selecting a Route==&lt;br /&gt;
On the left-hand side you will find a list of routes. Tap on any route to display additional information including screenshots and route background. &lt;br /&gt;
&lt;br /&gt;
Once you have chosen the route you want, tap the &amp;quot;View Sessions&amp;quot; button and you will be taken to another screen that lists all the sessions ( gameplay ) that is available for the chosen route.&lt;br /&gt;
&lt;br /&gt;
==Editing a Route==&lt;br /&gt;
When a route is selected, you may get the option to &amp;quot;Edit Route&amp;quot;. The edit route option means you can open the existing route and change it however you like. Payware routes cannot be edited.&lt;br /&gt;
&lt;br /&gt;
==Creating a New Route==&lt;br /&gt;
To create a Route from scratch, tap the &amp;quot;Create Route&amp;quot; button. This will take you into Trainz world building tool called [[Help:Mobile_Surveyor|&amp;quot;Surveyor&amp;quot;]] and starts you off with an empty world to let your imagination run wild.&lt;br /&gt;
&lt;br /&gt;
==Route Colour Codes==&lt;br /&gt;
Each route is colour coded:&lt;br /&gt;
* WHITE routes are routes that you own and you are free to edit them all you want.&lt;br /&gt;
* GREEN routes are routes that have additional sessions ( gameplay ) that you can purchase.&lt;br /&gt;
&lt;br /&gt;
==View Sessions==&lt;br /&gt;
Click to view all the Sessions related to the selected Route. &amp;quot;Sessions&amp;quot; are the interactive elements of a Route and provide the actual driving/operation experience. &lt;br /&gt;
&lt;br /&gt;
For more information on Sessions, click [[Mobile-area-driving-select_session|here.]]&lt;br /&gt;
{{Platform_Mobile_Select_Area}}&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Trainz_Online&amp;diff=8412</id>
		<title>Trainz Online</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Trainz_Online&amp;diff=8412"/>
		<updated>2015-07-16T16:47:21Z</updated>

		<summary type="html">&lt;p&gt;Idham.: Idham. moved page Trainz Online to User:Trainz Online: youu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz Online - a window to the exciting world of Trainz.&lt;br /&gt;
&lt;br /&gt;
Trainz Online is a union of technology and content that encourages Trainz users to become part of the online community. It enables content creators to showcase their content and provide additional information and real world background about their route, loco or even scenery objects. It enables users to locate and browse useful information without leaving the Trainz game environment. It also allows users to share their feedback with creators directly and to share information amongst themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Content ==&lt;br /&gt;
 &lt;br /&gt;
Trainz Online is a new community-driven website that will provide mechanisms for the online community to share information, content, and participate in discussions of Trainz-related topics. Whilst in development, Trainz Online is a subset of the TrainzDev site. As it is fleshed out more it will be tested online and then in-game prior to being fully launched in conjunction with the launch of TS2009.&lt;br /&gt;
&lt;br /&gt;
Trainz Online will provide numerous community features including forums, per-user blogs, per-user image gallery, a wiki, and some community management features such as news and home pages. &lt;br /&gt;
&lt;br /&gt;
Future extensions of the Trainz Online site may include the ability for users to embed DLS content, content galleries, user-driven community groups, etc.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Within the Trainz game environment, Trainz Online is expressed through an [[embedded web browser]] window. This allows new users to get a taste for the Trainz Online site without having to go out of their way to locate, sign-up, and participate in our web community. It is expected that frequent users will use a regular web browser for most online activities, since a regular browser is optimised specifically for browsing and does not carry the overhead of the Trainz game for simple browsing tasks. The intent of the embedded browser is not to compete with a regular browser, but rather to make specific content available in a context where a regular browser would be inappropriate.&lt;br /&gt;
&lt;br /&gt;
From the point of view of a content creator, this means that users can click on a link from a menu page and become immersed in whatever content can be delivered through a web page. The current limitation to this in-game is the lack of support for Flash or other plug-ins. Currently it is expected that webpages will be published through an Auran controlled website for security reasons. Webpages will be published using similar tools to the current TrainzDev site.&lt;br /&gt;
&lt;br /&gt;
The following specific tasks are intended to be solved through the use of the embedded Trainz Online browser: &lt;br /&gt;
&lt;br /&gt;
* Encourage new users to become involved in the Trainz online community by providing integrated access to selected areas of the [[Trainz Online]] site from within the game environment.&lt;br /&gt;
* Allow the browsing of tutorials and rapid lookup of [[Help: Main Page|online community-driven help]] and information without leaving the game environment.&lt;br /&gt;
* Promote third-party content creation by encouraging [http://www.trainzdev.com/index.php?option=com_comprofiler&amp;amp;Itemid=26 personal] and [[Content Creation Groups|group]] areas within Trainz Online and allow content to lead the user directly to these areas.&lt;br /&gt;
* Allow the use of standard HTML editing tools for the creation of in-game tutorials and informational pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-game==&lt;br /&gt;
Within the game environment, [[Trainz Online]] can be accessed from anywhere- Surveyor, Driver, even the main menu. The user may open the [[Trainz Online]] interface at any time, and content may provide links to [[Trainz Online]] help or information pages. [[Trainz Online]] users have access to the following components:&lt;br /&gt;
&lt;br /&gt;
* [[iTrainz Chat]] allows communication between users whenever they are in-game, enabling community chat channels and private messaging.&lt;br /&gt;
* The [[embedded web browser]] allows users to surf the [[Trainz Online]] site.&lt;br /&gt;
* The [http://online.ts2009.com/mediaWiki/index.php5/Help:Main_Page online help system] provides contextual information on tools and content.&lt;br /&gt;
* [[Trainz Online]] pages may provide asset links, which the user may preview or install without leaving the game environment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trainz Wiki]]&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Trainz_SP3&amp;diff=8339</id>
		<title>Trainz SP3</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Trainz_SP3&amp;diff=8339"/>
		<updated>2015-05-20T10:11:56Z</updated>

		<summary type="html">&lt;p&gt;Idham.: /* Language Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The title &amp;quot;[[Trainz SP3]]&amp;quot; typically refers to Trainz version 1.3. Although this version was a free update for existing users, it is generally considered a major product release in its own right due to the significant functionality upgrades present as compared to the [[Trainz 1.0]] release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bold text&#039;&#039;&#039;== New Features since Trainz 1.0 ==&lt;br /&gt;
* Scripted Scenarios using [[TrainzScript]].&lt;br /&gt;
* TBD.&lt;br /&gt;
&lt;br /&gt;
]]== Included Content ==&lt;br /&gt;
TBD.&lt;br /&gt;
----&lt;br /&gt;
Indonesia&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Class_MapObject&amp;diff=8338</id>
		<title>Class MapObject</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Class_MapObject&amp;diff=8338"/>
		<updated>2015-05-20T10:05:46Z</updated>

		<summary type="html">&lt;p&gt;Idham.: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Indonesia&#039;&#039;&#039;*[[TrainzScript Language Reference|API Hierarchy]]&lt;br /&gt;
**[[Class GSObject|GSObject]]&lt;br /&gt;
***[[Class GameObject|GameObject]]&lt;br /&gt;
****[[Class PropertyObject|PropertyObject]]&lt;br /&gt;
****[[Class TrainzGameObject|TrainzGameObject]]&lt;br /&gt;
*****[[Class MeshObject|MeshObject]]&lt;br /&gt;
******MapObject&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This class extends MeshObject to include product queues. &lt;br /&gt;
*A MapObject can have a number of product queues as defined in the queues section of the config.txt file for the asset.&lt;br /&gt;
*The class also provides methods to control particle emissions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==MapObject Messages==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TableHeader|width=50%|margin=15px}}&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;#EEEEEE&amp;quot;|&#039;&#039;&#039;Major&#039;&#039;&#039;||bgcolor=&amp;quot;#EEEEEE&amp;quot;|&#039;&#039;&#039;Minor&#039;&#039;&#039;||bgcolor=&amp;quot;#EEEEEE&amp;quot;|&#039;&#039;&#039;Source&#039;&#039;&#039;||bgcolor=&amp;quot;#EEEEEE&amp;quot; |&#039;&#039;&#039;Destination&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[MapObject Messages|MapObject]]||View-Details||?||MapObject&lt;br /&gt;
|-&lt;br /&gt;
|[[MapObject Messages|MapObject]]||View-Schedule||?||MapObject&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetPFXEmitterLifetime===&lt;br /&gt;
{{MethodHeader|public native float GetPFXEmitterLifetime(int id, int phase)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Value of the lifetime of the effect at the specified phase.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float lifetime GetPFXEmitterLifetime(0,0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetPFXEmitterMaxRate===&lt;br /&gt;
{{MethodHeader|public native float GetPFXEmitterMaxRate(int id)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Maximum rate of emissions per second.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float maxRate = GetPFXEmitterMaxRate(0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetPFXEmitterMaxSize===&lt;br /&gt;
{{MethodHeader|public native float GetPFXEmitterMaxSize(int id, int phase)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Maximum size of particle at the specified phase.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float maxsize = GetPFXEmitterMinSize();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetPFXEmitterMinRate===&lt;br /&gt;
{{MethodHeader|public native float GetPFXEmitterMinRate(int id)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Maximum rate of emissions per second.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float minRtae = GetPFXEmitterMinRate(0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetPFXEmitterMinSize===&lt;br /&gt;
{{MethodHeader|public native float GetPFXEmitterMinSize(int id, int phase)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Minimum size of particle at the specified phase.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float minsize = GetPFXEmitterMinSize();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetPFXEmitterPhysicsDelay===&lt;br /&gt;
{{MethodHeader|public native float GetPFXEmitterPhysicsDelay(int id, int phase)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Value for the physics delay in emission.&lt;br /&gt;
;Syntax&lt;br /&gt;
 GetPFXEmitterPhysicsDelay(0,0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetPFXEmitterRate===&lt;br /&gt;
{{MethodHeader|public native float GetPFXEmitterRate(int id, int phase)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Rate of particle creation per second.&lt;br /&gt;
;Syntax&lt;br /&gt;
 particlesPerSecond = GetPFXEmitterRate(0,0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetPFXEmitterVelocity===&lt;br /&gt;
{{MethodHeader|public native float GetPFXEmitterVelocity(int id, int phase)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Velocity in metres per second along the direction vector of emitted particles at the specified phase.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float speed = GetPFXEmitterVelocity(0,0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetQueue===&lt;br /&gt;
{{MethodHeader|public native ProductQueue GetQueue(string queueName)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
&#039;&#039;&#039;queueName&#039;&#039;&#039; = Name of the product queue to be returned.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A reference to the queue if possible, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 ProductQueue queue = GetQueue(&amp;quot;passengers&amp;quot;);&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetQueues===&lt;br /&gt;
{{MethodHeader|public native ProductQueue[ ] GetQueues(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of product queues, if there are no queues the array will be empty.&lt;br /&gt;
;Syntax&lt;br /&gt;
 ProductQueue[] queues = GetQueues();&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PlaySoundScriptEvent===&lt;br /&gt;
{{MethodHeader|public native void PlaySoundScriptEvent(string soundTrigger)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
&#039;&#039;&#039;soundTrigger&#039;&#039;&#039; = Name of the sound event to start playing, this equates to the &#039;&#039;trigger&#039;&#039; tag of the sound script subcontainer in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 PlaySoundScriptEvent(&amp;quot;dayloop&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*Plays the specified sound event from the asset&#039;s SoundScript. &lt;br /&gt;
*SoundScripts are defined as sub-containers in the soundscript container of the asset&#039;s configuration. &lt;br /&gt;
*For details on creating assets with SoundScripts, see [[&amp;quot;Soundscript&amp;quot; container|here]]. &lt;br /&gt;
*This method will start playing the sound. &lt;br /&gt;
*Depending on the SoundScript configuration, the sound will either be played just once or played continuously in a looping cycle such that [[#StopSoundScriptEvent|StopSoundScriptEvent()]] will need to be called to stop it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterConeSize===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterConeSize(int id, float x, float y, float z)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;x,y,z&#039;&#039;&#039; = New X,Y and Z components of the particle cone size.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterConeSize(0,2.0,3.0,2.0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterEmitParticles===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterEmitParticles(int id, int number,float time)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;number&#039;&#039;&#039; = The number of particles to emit.&lt;br /&gt;
*&#039;&#039;&#039;time&#039;&#039;&#039; = The time in seconds over which the particles are to be created.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterEmitParticles(0,100,10.0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterEndColor===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterEndColor(int id, int phase, float r, float g, float b, float a)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
*&#039;&#039;&#039;r,g,b&#039;&#039;&#039; = Red, green and blue components of the required color.&lt;br /&gt;
*&#039;&#039;&#039;a&#039;&#039;&#039; = Alpha value of the color.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterStartColor(0,0,128,128,128,64);&lt;br /&gt;
 SetPFXEmitterStartColor(0,0,0.5,0.5,0.5,0.25);&lt;br /&gt;
;Notes&lt;br /&gt;
*Red, green, blue and alpha may be entered as integer or float values in the ranges 0..255 and 0.0..1.0 respectively.&lt;br /&gt;
*Both of the examples above give the same result.&lt;br /&gt;
*Note that 1,1,1,1 will be interpreted as float input and will produce white, whereas 2,2,2,2 will be interpreted as integers and will give a result which is almost black.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterLifetime===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterLifetime(int id, int phase, float life)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
*&#039;&#039;&#039;life&#039;&#039;&#039; = The new lifetime of particles in seconds at the specified phase.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterLifetime(0,0,10);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterMaxRate===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterMaxRate(int id, float newsize)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;rate&#039;&#039;&#039; = The new maximum rate of emission per second.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterMaxRate(0,5.0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterMaxSize===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterMaxSize(int id, int phase, float newsize)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
*&#039;&#039;&#039;newsize&#039;&#039;&#039; = The new maximum size of particles at the specified phase.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterMaxSize(0,0,10);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterMinRate===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterMinRate(int id, float rate)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;rate&#039;&#039;&#039; = The new minimum rate of emission per second.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterMinRate(0,5.0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterMinSize===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterMinSize(int id, int phase, float newsize)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
*&#039;&#039;&#039;newsize&#039;&#039;&#039; = The new minimum size of particles at the specified phase.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterMinSize(0,0,10);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterPhysicsDelay===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterPhysicsDelay(int id, int phase, float value)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
*&#039;&#039;&#039;value&#039;&#039;&#039; = The new physics delay value to set for the specified phase.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterPhysicsDelay(0,0,5.0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterRate===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterRate(int id, int phase, float rate)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
*&#039;&#039;&#039;rate&#039;&#039;&#039; = New rate of particle creation per second at the specified phase.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterRate(0,0,5.0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterStartColor===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterStartColor(int id, int phase, float r, float g, float b, float a)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
*&#039;&#039;&#039;r,g,b&#039;&#039;&#039; = Red, green and blue components of the required color.&lt;br /&gt;
*&#039;&#039;&#039;a&#039;&#039;&#039; = Alpha value of the color.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterStartColor(0,0,128,128,128,64);&lt;br /&gt;
 SetPFXEmitterStartColor(0,0,0.5,0.5,0.5,0.25);&lt;br /&gt;
;Notes&lt;br /&gt;
*Red, green, blue and alpha may be entered as integer or float values in the ranges 0..255 and 0.0..1.0 respectively.&lt;br /&gt;
*Both of the examples above give the same result.&lt;br /&gt;
*Note that 1,1,1,1 will be interpreted as float input and will produce white, whereas 2,2,2,2 will be interpreted as integers and will give a result which is almost black.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterTexture===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterTexture(int id, KUID textureKUID)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;textureKUID&#039;&#039;&#039; = The kuid of the new texture.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterTexture(0,&amp;lt;kuid:1234:5678&amp;gt;);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPFXEmitterVelocity===&lt;br /&gt;
{{MethodHeader|public native void SetPFXEmitterVelocity(int id, int phase, float velocity)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;id&#039;&#039;&#039; = The ID of the particle effect, starting at zero and in the order defined in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;phase&#039;&#039;&#039; = The phase of the effect, if there is only one phase use zero.&lt;br /&gt;
*&#039;&#039;&#039;velocity&#039;&#039;&#039; = New velocity in metres per second along the direction vector of emitted particles at the specified phase.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetPFXEmitterVelocity(0,0,5.0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===StopSoundScriptEvent===&lt;br /&gt;
{{MethodHeader|public native void StopSoundScriptEvent(string soundTrigger)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
&#039;&#039;&#039;soundTrigger&#039;&#039;&#039; = Name of the sound event to start playing, this equates to the &#039;&#039;trigger&#039;&#039; tag of the sound script subcontainer in &#039;&#039;config.txt&#039;&#039;.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 StopSoundScriptEvent(&amp;quot;dayloop&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*Terminates a looped sound script previously started with [[#PlaySoundScriptEvent|PlaySoundScriptEvent()]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Methods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Script Class]]&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TrainzScript_Language_Reference&amp;diff=8337</id>
		<title>TrainzScript Language Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TrainzScript_Language_Reference&amp;diff=8337"/>
		<updated>2015-05-20T10:03:33Z</updated>

		<summary type="html">&lt;p&gt;Idham.: /* Language Topics */ indonesia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Trainzscript Index]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indonesia&lt;br /&gt;
&lt;br /&gt;
[http://www.example.com &lt;br /&gt;
Indonesia&lt;br /&gt;
&lt;br /&gt;
Trainz indonesia&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:TrainzScript]]&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TrainzScript_Language_Reference&amp;diff=8335</id>
		<title>TrainzScript Language Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TrainzScript_Language_Reference&amp;diff=8335"/>
		<updated>2015-05-19T19:49:42Z</updated>

		<summary type="html">&lt;p&gt;Idham.: /* Language Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Trainzscript Index]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indonesia&lt;br /&gt;
&lt;br /&gt;
[http://www.example.com &lt;br /&gt;
Indonesia&lt;br /&gt;
&lt;br /&gt;
=Class API Reference=&lt;br /&gt;
The following classes form the core of the TrainzScript language, and are present in all runtime environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Classes marked with an asterisk have no parent class.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[class GSObject|GSObject]] *&lt;br /&gt;
**[[class Asset|Asset]]&lt;br /&gt;
**[[class GameObject|GameObject]]&lt;br /&gt;
***[[class TrainzGameObject|TrainzGameObject]]&lt;br /&gt;
***[[class PropertyObject|PropertyObject]] *&lt;br /&gt;
****[[class Library|Library]]&lt;br /&gt;
**[[class KUID|KUID]]&lt;br /&gt;
**[[class Soup|Soup]]&lt;br /&gt;
**[[class StringTable|StringTable]]&lt;br /&gt;
*[[class Constructors|Constructors]] *&lt;br /&gt;
*[[class Math|Math]] *&lt;br /&gt;
*[[class Router|Router]] *&lt;br /&gt;
*[[class Str|Str]] *&lt;br /&gt;
&lt;br /&gt;
Other common classes used in the Trainz game runtime environment are documented under [[TrainzScript Library Reference]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:TrainzScript]]&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TrainzScript_Language_Reference&amp;diff=8334</id>
		<title>TrainzScript Language Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TrainzScript_Language_Reference&amp;diff=8334"/>
		<updated>2015-05-19T19:48:18Z</updated>

		<summary type="html">&lt;p&gt;Idham.: /* Language Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Trainzscript Index]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indonesia&lt;br /&gt;
&lt;br /&gt;
=Language Topics=&lt;br /&gt;
*[[Arrays]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Class API Reference=&lt;br /&gt;
The following classes form the core of the TrainzScript language, and are present in all runtime environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Classes marked with an asterisk have no parent class.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[class GSObject|GSObject]] *&lt;br /&gt;
**[[class Asset|Asset]]&lt;br /&gt;
**[[class GameObject|GameObject]]&lt;br /&gt;
***[[class TrainzGameObject|TrainzGameObject]]&lt;br /&gt;
***[[class PropertyObject|PropertyObject]] *&lt;br /&gt;
****[[class Library|Library]]&lt;br /&gt;
**[[class KUID|KUID]]&lt;br /&gt;
**[[class Soup|Soup]]&lt;br /&gt;
**[[class StringTable|StringTable]]&lt;br /&gt;
*[[class Constructors|Constructors]] *&lt;br /&gt;
*[[class Math|Math]] *&lt;br /&gt;
*[[class Router|Router]] *&lt;br /&gt;
*[[class Str|Str]] *&lt;br /&gt;
&lt;br /&gt;
Other common classes used in the Trainz game runtime environment are documented under [[TrainzScript Library Reference]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:TrainzScript]]&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Trainz_SP3&amp;diff=8333</id>
		<title>Trainz SP3</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Trainz_SP3&amp;diff=8333"/>
		<updated>2015-05-19T19:46:53Z</updated>

		<summary type="html">&lt;p&gt;Idham.: /* New Features since Trainz 1.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The title &amp;quot;[[Trainz SP3]]&amp;quot; typically refers to Trainz version 1.3. Although this version was a free update for existing users, it is generally considered a major product release in its own right due to the significant functionality upgrades present as compared to the [[Trainz 1.0]] release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bold text&#039;&#039;&#039;== New Features since Trainz 1.0 ==&lt;br /&gt;
* Scripted Scenarios using [[TrainzScript]].&lt;br /&gt;
* TBD.&lt;br /&gt;
&lt;br /&gt;
== Included Content ==&lt;br /&gt;
TBD.&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TrainzOnline:Copyrights&amp;diff=8332</id>
		<title>TrainzOnline:Copyrights</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TrainzOnline:Copyrights&amp;diff=8332"/>
		<updated>2015-05-19T19:42:45Z</updated>

		<summary type="html">&lt;p&gt;Idham.: jakarta&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File]]This page really should exist.  I&#039;m entering this in the hopes that someone with authority will replace this with the relevant information.&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Template:Platform_Mobile_Select_Area&amp;diff=8331</id>
		<title>Template:Platform Mobile Select Area</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Template:Platform_Mobile_Select_Area&amp;diff=8331"/>
		<updated>2015-05-19T19:41:09Z</updated>

		<summary type="html">&lt;p&gt;Idham.: iyy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.example.com link&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;Bold text&amp;lt;/nowiki&amp;gt;ic&lt;br /&gt;
&#039;&#039;&#039; title]=Other Topics=&lt;br /&gt;
Select the area within Trainz Mobile you want to explore.&lt;br /&gt;
&lt;br /&gt;
[[File:area-menus.png |link=Help:Mobile Main Menu]]  [[File:area-driving.png |link=mobile-area-driving]] [[File:area-building.png |link=Help:Mobile_Surveyor]] [[File:area-dlc.png|link=Help:Mobile_Main_Menu:Get_New_Content]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Select your Platform|View help for a different platform]]&lt;/div&gt;</summary>
		<author><name>Idham.</name></author>
	</entry>
</feed>