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	<updated>2026-11-05T07:02:46Z</updated>
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	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Class_Train&amp;diff=1429</id>
		<title>Class Train</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Class_Train&amp;diff=1429"/>
		<updated>2010-04-13T23:40:39Z</updated>

		<summary type="html">&lt;p&gt;PEV: fixed errors in GetHighBeams&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[TrainzScript Language Reference|API Hierarchy]]&lt;br /&gt;
**[[Class GSObject|GSObject]] *&lt;br /&gt;
***[[Class GameObject|GameObject]]&lt;br /&gt;
****Train&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A train is a collection of vehicles in TRS.&lt;br /&gt;
*They act as a single entity and may be controlled using this class.&lt;br /&gt;
*A train is placed on a track in script by using [[Class World#CreateTrain|World.CreateTrain()]] or [[Class TrainUtil#CreateTrainFromSoup|TrainUtil.CreateTrainFromSoup()]]. &lt;br /&gt;
*Trainz will automatically create a Train object for each consist that appears in the game.&lt;br /&gt;
*When an existing train is uncoupled and split up into two separate consists a new train object is created.&lt;br /&gt;
*Similarly when two trains couple one of the train objects is destroyed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messages==&lt;br /&gt;
*Messages sent to and from Train objects are listed below:&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;
|Schedule||Abort||Train||Train  &lt;br /&gt;
|-&lt;br /&gt;
|Schedule||Complete||Train||Broadcast  &lt;br /&gt;
|-&lt;br /&gt;
|Schedule||Touch||Train||Train  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||Deleted||Train||&lt;br /&gt;
|-&lt;br /&gt;
|[[Signal Messages|Train]]||Entered red signal notify||Train||Broadcast  &lt;br /&gt;
|-&lt;br /&gt;
|[[Signal Messages|Train]]||Entered red signal||Signal||Train  &lt;br /&gt;
|-&lt;br /&gt;
|[[Object Messages|Train]]||EnterTrack||Track||Train  &lt;br /&gt;
|-&lt;br /&gt;
|[[Object Messages|Train]]||InnerEnterTrack||Track||Train  &lt;br /&gt;
|-&lt;br /&gt;
|[[Object Messages|Train]]||InnerLeaveTrack||Track||Train  &lt;br /&gt;
|-&lt;br /&gt;
|[[Object Messages|Train]]||LeaveTrack||Track||Train  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||Over advisory speed limit||Train||Broadcast  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||Over floating speed limit||Train||Broadcast  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||Over speed limit||Train||Broadcast  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||ReachedTarget||Train||Train&lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||SlowingForTarget||Train||Train  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||StartedMoving||Train||Train  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||StoppedMoving||Train||Train  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||Under advisory speed limit||Train||Broadcast  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||Under floating speed limit||Train||Broadcast  &lt;br /&gt;
|-&lt;br /&gt;
|[[Train Messages|Train]]||Under speed limit||Train||Broadcast  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Constants==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Train Control Modes===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int CONTROL_MANUAL = 1||User controls train, script can change settings.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CONTROL_AUTOPILOT = 2||Autopilot controls train.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CONTROL_AUTOMANUAL = 3||User controls train, autopilot takes over when train is not currently &#039;focused&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CONTROL_SCRIPT = 4||Only the script can control the train.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Reverser Traction Modes===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int TRACTION_FORWARD = 2||Reverse is in forward setting.&lt;br /&gt;
|-&lt;br /&gt;
|public define int TRACTION_NEUTRAL = 1||Reverser is in neutral.&lt;br /&gt;
|-&lt;br /&gt;
|public define int TRACTION_REVERSE = 0||Reverser is in reverse.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Train Brake Modes===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define float  TRAIN_BRAKE_RELEASE = 0.0||Train brakes are released.&lt;br /&gt;
|-&lt;br /&gt;
|public define float  TRAIN_BRAKE_INITIAL = 1.0||Train brakes are in initial mode.&lt;br /&gt;
|-&lt;br /&gt;
|public define float  TRAIN_BRAKE_APPLICATION = 2.0||Train brakes are applied.&lt;br /&gt;
|-&lt;br /&gt;
|public define float  TRAIN_BRAKE_HANDLE_OFF = 3.0||Train brake handle is off.&lt;br /&gt;
|-&lt;br /&gt;
|public define float  TRAIN_BRAKE_EMERGENCY = 4.0||Train brakes are in emergency stop position.&lt;br /&gt;
|-&lt;br /&gt;
|public define float  TRAIN_BRAKE_LAP = 5.0||Train brakes are in the lap position, not available for all trains.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Dynamic Brake States===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int  DYNAMIC_BRAKE_TRACTION = 0||Dynamic brakes in traction mode.&lt;br /&gt;
|-&lt;br /&gt;
|public define int  DYNAMIC_BRAKE_NEUTRAL = 1 ||Dynamic brakes in neutral.&lt;br /&gt;
|-&lt;br /&gt;
|public define int  DYNAMIC_BRAKE_BRAKE = 2 ||Dynamic brakes are on.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Found Results===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int  RESULT_NONE = 0||Item not found.&lt;br /&gt;
|-&lt;br /&gt;
|public define int  RESULT_FORWARD = 1||Item is in front of train.&lt;br /&gt;
|-&lt;br /&gt;
|public define int  RESULT_INSIDE = 2||Item is within the train, ie between the front and the rear limits.&lt;br /&gt;
|-&lt;br /&gt;
|public define int  RESULT_BACKWARD = 3||Item is behind the train.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Measurement Conversion Multipliers===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define float  KPH_TO_MPS = 0.278||Kilometres per hour -&amp;gt; Metres per second.&lt;br /&gt;
|-&lt;br /&gt;
|public define float  MPH_TO_MPS = 0.447||Miles per hour -&amp;gt; Metres per second.&lt;br /&gt;
|-&lt;br /&gt;
|public define float  MPH_TO_KPH = 1.609||Miles per hour -&amp;gt; Kilometres per hour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Members==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|&amp;lt;b&amp;gt;public Browser timeTableInfo&amp;lt;/b&amp;gt;||A publicly accessible Browser object for timetable information.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Methods==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AddVelocity===&lt;br /&gt;
{{MethodHeader|public native void AddVelocity(float velocity)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;velocity&#039;&#039;&#039; = Velocity to add to the current speed of the train.		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.AddVelocity(5.0);	&lt;br /&gt;
;Notes&lt;br /&gt;
*Velocity parameter must be in metres per second and may be negative.&lt;br /&gt;
*Use the [[#Measurement Conversion Multipliers|Measurement Conversion Multipliers]] to convert from other units.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ClearTrainTimetable===&lt;br /&gt;
{{MethodHeader|public void ClearTrainTimetable(ScenarioBehavior rule)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;rule&#039;&#039;&#039; = rule that called [[#SetTrainTimetable|SetTrainTimetable()]] on this train.		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.ClearTimeTable(timetableRule);	&lt;br /&gt;
;Notes&lt;br /&gt;
*Clears the train timetable of this train. 	&lt;br /&gt;
*Having cleared the TrainTimetable, it is now safe again to set another TrainTimetable for this train through [[#SetTrainTimetable|SetTrainTimetable()]].&lt;br /&gt;
*This method must only be called by the rule which called SetTrainTimetable() in the first place. &lt;br /&gt;
*It is the responsibility of the caller to post a (TrainTimetable, Touch) message after calling this function.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===DecTrainBusy===&lt;br /&gt;
{{MethodHeader|public void DecTrainBusy(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.DecTrainBusy();	&lt;br /&gt;
;Notes&lt;br /&gt;
*Decrements this train&#039;s busy count.&lt;br /&gt;
*See [[#IsTrainBusy|IsTrainBusy()]] for further details.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Derail===&lt;br /&gt;
{{MethodHeader|public native void Derail(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.Derail();	&lt;br /&gt;
;Notes&lt;br /&gt;
*Deliberately derails the train.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===EnablePhysics===&lt;br /&gt;
{{MethodHeader|public native void EnablePhysics(bool enable)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;enable&#039;&#039;&#039; = True to enable physics calculations for this train, false to disable		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.EnablePhysics(false);		&lt;br /&gt;
;Notes&lt;br /&gt;
*Turning physics off for scenic rolling stock that the player cannot interact with can boost performance.&lt;br /&gt;
*There is no point in doing physic calculations for idle rollingstock.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetActiveDriver===&lt;br /&gt;
{{MethodHeader|public native DriverCharacter GetActiveDriver(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The active driver of this train, null if there is no driver assigned.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCharacter driver = train.GetActiveDriver();		&lt;br /&gt;
;Notes&lt;br /&gt;
*There may be more than one driver on a train but there is only one active driver and an individual Locomotive may only have one driver assigned.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetAdvisoryLimit===&lt;br /&gt;
{{MethodHeader|public native float GetAdvisoryLimit(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The current advisory speed limit set by script.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 float speed = train.GetAdvisoryLimit();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetAllowsUserContol===&lt;br /&gt;
{{MethodHeader|public native bool GetAllowsUserControl(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if this train allows the user to control it directly through DCC or Cabin interfaces, false otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool canDrive =train.getAllowsUserControl();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetAutopilotMode===&lt;br /&gt;
{{MethodHeader|public native int GetAutopilot Mode(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*One of the [[#Train Control Modes|Train Control Mode]] constants defining the method by which the train is currently controlled.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int controlMode = train.GetAutopilotMode();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetAutopilotStopJunctionBase===&lt;br /&gt;
{{MethodHeader|public native JunctionBase GetAutopilotStopJunctionBase(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The junction object that is preventing the autopilot from taking this train any further, null if the train is not stopped by a junction.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 JunctionBase junction = train GetAutopilotStopJunctionBase();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetAutopilotStopTrain===&lt;br /&gt;
{{MethodHeader|public native Train GetAutopilotStopTrain(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The train that is preventing the autopilot from taking this train any further, null if the train is not being held up by another train.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 Train otherTrain = train.GetAutopilotStopTrain();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetAutopilotTargetSlowing===&lt;br /&gt;
{{MethodHeader|public native bool GetAutopilotTargetSlowing(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if the autopilot is slowing down for its target destination, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool isSlowing = train.GetAutopilotTargetSlowing();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetDCCThrottle===&lt;br /&gt;
{{MethodHeader|public native float GetDCCThrottle(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The DCC throttle setting for this train when using DCC physics.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 float throttle = GetDCCThrottle();		&lt;br /&gt;
;Notes&lt;br /&gt;
*The returned value will be in the range [-1.0 .. 1.0] where -1.0 is full throttle in reverse, 0.0 is stationary and 1.0 is full throttle forward.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetFrontmostLocomotive===&lt;br /&gt;
{{MethodHeader|public native Locomotive GetFrontmostLocomotive(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Returns a reference to the frontmost locomotive in the train.	&lt;br /&gt;
;Syntax&lt;br /&gt;
 Loco = Train.GetFrontmostLocomotive();	&lt;br /&gt;
;Notes&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;The &#039;&#039;front&#039;&#039; of the train is defined relative to the train&#039;s current heading.??&amp;lt;/font&amp;gt;	&lt;br /&gt;
*The train&#039;s heading may not correspond to its physical appearance and can change during game play.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetHeadlightState===&lt;br /&gt;
{{MethodHeader|public native bool GetHeadlightState(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if headlights are turned on, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool lights = train.GetHeadlightState();		&lt;br /&gt;
;Notes&lt;br /&gt;
*Only the frontmost locomotive will display headlighs.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetLastVisitedBuildable===&lt;br /&gt;
{{MethodHeader|public Buildable GetLastVisitedBuildable(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The last [[Class Buildable|Buildable]] object visited by this train, null if there have been no such visits.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Buildable buildable = train.GetLastVisitedBuildable();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetLastVisitedIndustry===&lt;br /&gt;
{{MethodHeader|public Industry GetLastVisitedIndustry(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The last Industry object visited by this train, null if there have been no such visits.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 Industry industry = train.GetLastVisitedIndustry();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetLastVisitedTrack===&lt;br /&gt;
{{MethodHeader|public Track GetLastVisitedTrack(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The last track segment visited by this train.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 Track track = train.GetLastVisitedTrack();		&lt;br /&gt;
;Notes&lt;br /&gt;
*Note that the returned value may be null. &amp;lt;font color=red&amp;gt;How is that possible?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetHighBeams===&lt;br /&gt;
{{MethodHeader|public bool GetHighBeams(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if the frontmost locomotive&#039;s high beams are on, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool High_Lights = train.GetHighBeams();		&lt;br /&gt;
;Notes&lt;br /&gt;
*See also [[Class Vehicle#GetHighBeams|Vehicle.GetHighBeams()]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetMaximumCouplingStressVehicle===&lt;br /&gt;
{{MethodHeader|public native Vehicle GetMaximumCouplingStressVehicle(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The Vehicle in this consist that is experiencing the greatest level of coupling stress.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 Vehicle vehicle = GetMaximumCouplingStressVehicle();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetPantographState===&lt;br /&gt;
{{MethodHeader|public native int GetPantographState(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The state of the pantographs of the electric locomotives in this train.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 int pantoState = train.GetPantographState();		&lt;br /&gt;
;Notes&lt;br /&gt;
*The returned value will be in the range [0..3] where:&lt;br /&gt;
**0 = Both pantographs down.&lt;br /&gt;
**1 = Front pantograph up.&lt;br /&gt;
**2 = Rear pantograph up.&lt;br /&gt;
**3 = Both pantographs up.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetSmoothedVelocity===&lt;br /&gt;
{{MethodHeader|public native float GetSmoothedVelocity(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Returns a smoothed velocity, intended for human consumption.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 float speed = train.GetSmoothedVelocity();		&lt;br /&gt;
;Notes&lt;br /&gt;
*If you require an accurate velocity readout for physics operations, use [[#GetVelocity|GetVelocity()]]. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetSpeedLimit===&lt;br /&gt;
{{MethodHeader|public native float GetSpeedLimit(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The current sign posted speed limit. 		&lt;br /&gt;
;Syntax&lt;br /&gt;
 float permittedSpeed = train.GetSpeedLimit();		&lt;br /&gt;
;Notes&lt;br /&gt;
*The speed limit is dependent on trackside signs placed in Surveyor as well as the direction of the train.&lt;br /&gt;
*A default value applies to track that isn&#039;t sign posted.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetTrackmarkDirection===&lt;br /&gt;
{{MethodHeader|public native int GetTrackmarkDirection(TrackMark mark)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mark&#039;&#039;&#039; = A reference to the Trackmark to search for.&lt;br /&gt;
;Returned Value&lt;br /&gt;
* One of the [[#Found Results|Found Result]] values representing the location of the given track mark relative to this train.			&lt;br /&gt;
;Syntax&lt;br /&gt;
 int location = train.GetTrackmarkDirection(trackmark);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetTrainBrakes===&lt;br /&gt;
{{MethodHeader|public native float GetTrainBrakes(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*One of the [[#Train Brake Modes|Train Brake mode]] constants indicating the current state of this train&#039;s brakes.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 float brakeState = train.GetTrainBrakes();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetTrainDisplayName===&lt;br /&gt;
{{MethodHeader|public native string GetTrainDisplayName(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A localised display name for this train. 		&lt;br /&gt;
;Syntax&lt;br /&gt;
 string trainName = train.GetTrainDisplayName();		&lt;br /&gt;
;Notes&lt;br /&gt;
*This will be a name Trainz has created for the consist such as &amp;quot;Consist 0&amp;quot; and will match the description shown in the Minimap view. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetTrainPriorityNumber===&lt;br /&gt;
{{MethodHeader|public native int GetTrainPriorityNumber(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Train priority value in the range [1 .. 3]		&lt;br /&gt;
;Syntax&lt;br /&gt;
 int priority = train.GetTrainPriorityNumber();&lt;br /&gt;
;Notes&lt;br /&gt;
*See [[#SetTrainPriority|SetTrainPriority()]] for further details.		&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetTrainTimetable===&lt;br /&gt;
{{MethodHeader|public TrainTimetable GetTrainTimetable(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The TrainTimetable that the train is currently using, null if there is none.&lt;br /&gt;
;Syntax&lt;br /&gt;
  TrainTimetable timetable = train.GetTrainTimetable();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetVehicles===&lt;br /&gt;
{{MethodHeader|public native Vehicle[ ] GetVehicles(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Returns an array consisting of all the vehicles making up this train.	&lt;br /&gt;
;Syntax&lt;br /&gt;
 Vehicle[] vehicles = train.GetVehicles();	&lt;br /&gt;
;Notes&lt;br /&gt;
 *GetVehicles[0] is always the front vehicle of the train relative to the train&#039;s current heading.	&lt;br /&gt;
*The train&#039;s heading may not correspond to its physical appearance and can change during game play.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetVelocity===&lt;br /&gt;
{{MethodHeader|public native float GetVelocity(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The train&#039;s current velocity.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 float speed = train.GetVelocity();		&lt;br /&gt;
;Notes&lt;br /&gt;
*This function provides the instantaneous velocity for vehicles in this train, which is good for physics calculations but not good for human-readable display.&lt;br /&gt;
*See also [[#GetSmoothedVelocity|GetSmoothedVelocity()]]. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HasReachedInnerJunctionRadius===&lt;br /&gt;
{{MethodHeader|public bool HasReachedJunctionInnerJunctionRadius(JunctionBase junction)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;junction&#039;&#039;&#039; = JunctionBase object to query.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if this train is within the inner radius of the given junction, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool arrived = train.HasReachedInnerJunctionRadius(junction10);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HasTrainTimetable===&lt;br /&gt;
{{MethodHeader|public bool HasTrainTimetable(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if this train has an attached TrainTimetable, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool timed = train.HasTrainTimetable();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IsScheduleRunning===&lt;br /&gt;
{{MethodHeader|public bool IsScheduleRunning(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if this train is currently running to a Schedule, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool scheduled = train.IsScheduleRunning();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IsScheduleWindowVisible===&lt;br /&gt;
{{MethodHeader|public bool IsScheduleWindowVisible(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if the schedule window for this train is currently open, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool windowOpen = IsScheduleWindowVisible();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IsStillInJunction===&lt;br /&gt;
{{MethodHeader|public bool IsStillInJunction(JunctionBase junction)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;junction&#039;&#039;&#039; = JunctionBase object to query.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if the train holds a Permit for the given junction, flse otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool inJunction = train.IsStillInJunction(junction10);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IsStopped===&lt;br /&gt;
{{MethodHeader|public native bool IsStopped(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if the train is currently stationary, false if it is in motion.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool moving=train.IsMoving();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IsTrainBusy===&lt;br /&gt;
{{MethodHeader|public bool IsTrainBusy(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if the train&#039;s &#039;busy&#039; count is greater than zero, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool busy = train.IsTrainBusy();		&lt;br /&gt;
;Notes&lt;br /&gt;
*Using the [[#IncTrainBusy|IncTrainBusy()]] method, any piece of script code can tag a train being busy. &lt;br /&gt;
*The train can be untagged later by calling DecTrainBusy(). &lt;br /&gt;
*This mechanism is mainly used by industries that are doing something with the train. &lt;br /&gt;
*A train can be tagged as being busy more than once by calling IncTrainBusy() multiple times so different industries can tag the train. &lt;br /&gt;
*Each time IncTrainBusy() is called, an internal busy count is incremented and if that busy count is greater than zero, the train is considered busy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IsViewDetailsVisible===&lt;br /&gt;
{{MethodHeader|public bool IsViewDetailsVisible(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*true if the ViewDetails window for this train is visible, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool visible = train.IsViewDetailsVisible();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MapObjectIsInFront===&lt;br /&gt;
{{MethodHeader|public bool MapObjectIsInFront(MapObject obj, float range)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;obj&#039;&#039;&#039; = MapObject to search for.&lt;br /&gt;
*&#039;&#039;&#039;range&#039;&#039;&#039; = Maximum search distance.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if the object is found within the specified distance and in front of the train, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool isClose = train.MapObjectIsInFront(terminus,100.0);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ReleaseTrackPermits===&lt;br /&gt;
{{MethodHeader|public void ReleaseTrackPermits(Permit[ ] permitList)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;permitList&#039;&#039;&#039; = Permit array containing a list of permits to release.		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.ReleaseTrackPermits(permitList);		&lt;br /&gt;
;Notes&lt;br /&gt;
*This method will release any permits from the &#039;&#039;permitList&#039;&#039; array that are currently held by this train.&lt;br /&gt;
*Any other permits in the array that are not held by this train will be ignored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===RunSchedule===&lt;br /&gt;
{{MethodHeader|public thread void RunSchedule(Schedule schedule, bool loop, float delay)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;schedule&#039;&#039;&#039; = The Schedule that the train is to follow.&lt;br /&gt;
*&#039;&#039;&#039;loop&#039;&#039;&#039; = False to run the schedule once, True to repeat it continuously.&lt;br /&gt;
*&#039;&#039;&#039;delay&#039;&#039;&#039; = Time in seconds to wait before starting the schedule.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.RunSchedule(schedule,false,10.0);		&lt;br /&gt;
;Notes&lt;br /&gt;
*See [[Class Schedule|Schedule]] for information on how to build a schedule.&lt;br /&gt;
*Only one schedule may run on a train at a time and the user cannot control the train when it is running a schedule.&lt;br /&gt;
*This method is a thread, so the calling code does not need to wait for it to finish and return before executing other code.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetAdvisoryLimit===&lt;br /&gt;
{{MethodHeader|public native void SetAdvisoryLimit(float speed)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;speed&#039;&#039;&#039; = Speed limit to set in KPH			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetAdvisoryLimit(60.0);&lt;br /&gt;
;Notes&lt;br /&gt;
*Sets an advisory speed limit for a script controlled train.&lt;br /&gt;
*Use zero in the speed parameter to clear any previously imposed limit.&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;Does this really use KPH, most similar methods use MPS&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetAutopilotMode===&lt;br /&gt;
{{MethodHeader|public native void SetAutopilotMode(int mode)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mode&#039;&#039;&#039; = One of the [[#Train Control Modes|Train Control Mode]] constants specifying the method by which this train is controlled.		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetAutopilotMode(Train.CONTROL_AUTOMANUAL);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetAutopilotTarget===&lt;br /&gt;
{{MethodHeader|public native void SetAutopilotTarget(Buildable buildable, string trigger)&amp;lt;br&amp;gt;public native void SetAutopilotTarget(Trackside trackside)&amp;lt;br&amp;gt;public native void SetAutopilotTarget(Track track)&amp;lt;br&amp;gt;public native void SetAutopilotTarget(JunctionBase junction)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;buildable&#039;&#039;&#039; = Buildable object to use as a destination.&lt;br /&gt;
*&#039;&#039;&#039;trigger&#039;&#039;&#039; = Attached trigger within the buildable, specified by name.&lt;br /&gt;
*&#039;&#039;&#039;trackside&#039;&#039;&#039; =  Trackside object to use as a destination.&lt;br /&gt;
*&#039;&#039;&#039;track&#039;&#039;&#039; = Track segment to use as a destination.&lt;br /&gt;
*&#039;&#039;&#039;junction&#039;&#039;&#039; = JunctionBase object to use as a destination.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetAutopilotTarget(&amp;quot;Kings Cross Station&amp;quot;,&amp;quot;trigger1&amp;quot;);		&lt;br /&gt;
;Notes&lt;br /&gt;
*This method sets a destination for the autopilot to take this train to.&lt;br /&gt;
*Objects from respective child classes such as industries, signals and trackmarks may be specified.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetAutopilotTargetMinimumDistance===&lt;br /&gt;
{{MethodHeader|public native void SetAutopilotTargetMinimumDistance(float distance)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = The minimum distance in metres, between the train and the autopilot target, to be reached before the train will start to slow down.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train SetAutopilotTargetMinimumDistance(100.0);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetAutoPilotTargetMinimumSpeed===&lt;br /&gt;
{{MethodHeader|public native void SetAutopilotTargetMinimumSpeed(float speed)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;speed&#039;&#039;&#039; = Minimum speed, in metres per second, that the train should be travelling at when it reaches the Autopilot target.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetAutoPilotTargetMinimumSpeed(20.0);		&lt;br /&gt;
;Notes&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;The documentation seems to mean that the train should be going at 20.0 OR MORE.  Shouldn&#039;t it be MaximumSpeed???&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetBail===&lt;br /&gt;
{{MethodHeader|public native void SetBail(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetBail();		&lt;br /&gt;
;Notes&lt;br /&gt;
*Depresses the bail control for a short period.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetCouplingMask===&lt;br /&gt;
{{MethodHeader|public void SetCouplingMask(int mask)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mask&#039;&#039;&#039; = A mask specifying which of the trains exposed couplers are allowed to couple.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetCouplingMask(Vehicle.COUPLE_NONE); // prevents this train from coupling to another in Driver mode.&lt;br /&gt;
;Notes&lt;br /&gt;
*The mask can be built using the [[Class Vehicle#Coupler Flags|Coupler Flag]] constants defined in [[Class Vehicle]].&lt;br /&gt;
*This method will not prevent vehicles or trains from coupling in Surveyor, but takes effect in Driver mode.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetDCCThrottle===&lt;br /&gt;
{{MethodHeader|public native void SetDCCThrottle(float throttle)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;throttle&#039;&#039;&#039; = Float value in the range -1.0 .. 1.0 defining the throttle setting for the train when using DCC physics.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetDCCThrottle(0.0); //sets the throttle to neutral.		&lt;br /&gt;
;Notes&lt;br /&gt;
*Full speed ahead is 1.0&lt;br /&gt;
*Maximum in reverse is -1.0&lt;br /&gt;
*Neutral is 0.0&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetDecouplingMask===&lt;br /&gt;
{{MethodHeader|public void SetDecouplingMask(int mask)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mask&#039;&#039;&#039; = A mask specifying which of the couplers are allowed to couple, applies to all of the vehicles in the train.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetDecouplingMask(Vehicle.COUPLE_FRONT|Vehicle.COUPLE_BACK); // prevents vehicles being uncoupled from the train in Driver mode.&lt;br /&gt;
;Notes&lt;br /&gt;
*The mask can be built using the [[Class Vehicle#Coupler Flags|Coupler Flag]] constants defined in [[Class Vehicle]].&lt;br /&gt;
*This method will not prevent vehicles or trains from being uncoupled in Surveyor, but takes effect in Driver mode.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetDynamicBrakeMode===&lt;br /&gt;
{{MethodHeader|public native void SetDynamicBrakeMode(int mode)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*One of the [[#Dynamic Brake States|Dynamic Brake State]] constants indicating the current state of this train&#039;s brakes.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetDynamicBrakeMode(Train.DYNAMIC_BRAKE_TRACTION);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetFloatingLimit===&lt;br /&gt;
{{MethodHeader|public native void SetFloatingLimit(float delta, bool enable)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;delta&#039;&#039;&#039; = Tolerance allowed from the posted limit in metres per second.&lt;br /&gt;
*&#039;&#039;&#039;enable&#039;&#039;&#039; = Use true to enable messages related to floating limits, false to disable.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetFloatingLimit(5.0,true);		&lt;br /&gt;
;Notes&lt;br /&gt;
*Sets the floating speed limit level above the sign posted limit.&lt;br /&gt;
*The floating limit is an amount of tolerance above the current speed limit. &lt;br /&gt;
*Messages for floating speed violations are not to be confused with regular speed limit messages.&lt;br /&gt;
*The floating limit is monitored by the Scenario.Monitor() thread, and may be used for point deduction when speeding. It should therefore be reserved for player trains.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetHandBrake===&lt;br /&gt;
{{MethodHeader|public void SetHandBrake(bool state)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;state&#039;&#039;&#039; = Use true to apply the handbrake to all vehicles in this train which are not Locomotives, false to release the handbrake.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetHandBrake(true)&#039;		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetHeadlightState===&lt;br /&gt;
{{MethodHeader|public native void SetHeadlightState(bool lightsOn)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;lightsOn&#039;&#039;&#039; = True to turn the headlights on, false to turn them off.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetHeadlightState(true);		&lt;br /&gt;
;Notes&lt;br /&gt;
*This method affects only the headlights on the frontmost locomotive.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetHighBeams===&lt;br /&gt;
{{MethodHeader|public void SetHighBeams(bool value)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;value&#039;&#039;&#039; = True to turn on high beams, false to turn them off.		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetHighBeams(true);		&lt;br /&gt;
;Notes&lt;br /&gt;
*See also [[Class Vehicle#SetHighBeams|Vehicle.SetHighBeams()]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetLastVisitedBuildable===&lt;br /&gt;
{{MethodHeader|public void SetLastVisitedBuildable(Buildable buildable)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;buildable&#039;&#039;&#039; = Sets the last visited buildable to the given object.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetLastVisitedBuildable(KingsCrossStation);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetManualThrottle===&lt;br /&gt;
{{MethodHeader|public native void SetManualThrottle(int notch)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;notch&#039;&#039;&#039; = Value in the range 0 .. 8 to set the throttle.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetManualThrottle(5);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetPantogaphState===&lt;br /&gt;
{{MethodHeader|public native void SetPantographState(int state)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;state&#039;&#039;&#039; = Value in the range 0 .. 3 to set the pantographs if this train has them.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetPantographState(3);		&lt;br /&gt;
;Notes&lt;br /&gt;
*Use one of these values for &#039;&#039;state&#039;&#039;:&lt;br /&gt;
**0 = Both pantographs down.&lt;br /&gt;
**1 = Front pantograph up.&lt;br /&gt;
**2 = Rear pantograph up.&lt;br /&gt;
**3 = Both pantographs up.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetReverser===&lt;br /&gt;
{{MethodHeader|public native void SetReverser(int mode)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mode&#039;&#039;&#039; = One of the [[#Reverser Traction Modes|Reverser Traction Mode]] constants defining the required state of the train&#039;s reverser lever.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetReverser(Train.TRACTION_REVERSE);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetTrainBrakes===&lt;br /&gt;
{{MethodHeader|public native void SetTrainBrakes(float mode)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mode&#039;&#039;&#039; = One of the [[#Train Brake States|Train Brake State]] constants defining the required state of the train&#039;s brakes.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetTrainBrakes(Train.TRAIN_BRAKE_EMERGENCY);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetTrainPriorityNumber===&lt;br /&gt;
{{MethodHeader|public native void SetTrainPriority Number(int priority)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;priority&#039;&#039;&#039; = Priority value in the range 1 .. 3.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetTrainPriorityNumber(2);		&lt;br /&gt;
;Notes&lt;br /&gt;
*All trains and track sections can be assigned a priority value in the range of [1 - 3] with the default value being 2.&lt;br /&gt;
*The priority value is not a numerical scale of precedence, but a value for the AI driver to attempt to match.&lt;br /&gt;
*This means the driver will &#039;&#039;prefer&#039;&#039; track sections that have a priority equal to that of the train.&lt;br /&gt;
*Changing the priority of the train only takes affect when the driver restarts a new schedule.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetTrainTimetable===&lt;br /&gt;
{{MethodHeader|public void SetTrainTimetable(TrainTimetable timetable)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;timetable&#039;&#039;&#039; = Assigns the specified timetable to this train.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetTrainTimetable(timetable);&lt;br /&gt;
;Notes&lt;br /&gt;
*This train must not already have a TrainTimetable assigned.&lt;br /&gt;
*To ensure that this proviso is met, use [[#ClearTrainTimetabel|ClearTrainTimetable()]] prior to calling this method.&lt;br /&gt;
*It is the responsibility of the caller to post a &amp;quot;TrainTimetable&amp;quot;,&amp;quot;Touch&amp;quot; message after calling this function.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetVelocity===&lt;br /&gt;
{{MethodHeader|public native void SetVelocity(float velocity)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;velocity&#039;&#039;&#039; = Velocity to apply to the train, in metres per second.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SetVelocity(0.0); // stops the train, subject to braking performance.		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ShowInConsistMenu===&lt;br /&gt;
{{MethodHeader|public native void ShowInConsistMenu(bool show)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;show&#039;&#039;&#039; = True to make this train visible to the in-game consist menu, false to hide it.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.ShowInConsistMenu(false);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SoundHorn===&lt;br /&gt;
{{MethodHeader|public native void SoundHorn(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.SoundHorn();		&lt;br /&gt;
;Notes&lt;br /&gt;
*Sounds the horn or whictle for all locomotives in this train.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===StopSchedule===&lt;br /&gt;
{{MethodHeader|public void StopSchedule(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.StopSchedule();		&lt;br /&gt;
;Notes&lt;br /&gt;
*This method stops the Schedule this train is currently running (if any).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===StopScheduleAndWait===&lt;br /&gt;
{{MethodHeader|public void StopSchedule(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.StopSchedule();		&lt;br /&gt;
;Notes&lt;br /&gt;
*This method stops the Schedule this train is currently running (if any) and waits until the train&#039;s schedule actually stops before returning. &lt;br /&gt;
*If the train is not running a schedule, the method returns after broadcasting a &amp;quot;Schedule&amp;quot;,&amp;quot;Touch&amp;quot; message, in case someone is listening for schedule messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===StopTrainGently===&lt;br /&gt;
{{MethodHeader|public native void StopTrainGently(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.StopTrainGently();		&lt;br /&gt;
;Notes&lt;br /&gt;
*Brings the train to a halt over a short time period.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TakePermitOnTrack===&lt;br /&gt;
{{MethodHeader|public Permit[ ] TakePermitOnTrack(bool direction)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;direction&#039;&#039;&#039; = Direction relative to the train in which to take out permits.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array including any permits taken which have not yet been granted to this train. Some of these permits may not yet have been granted. 		&lt;br /&gt;
;Syntax&lt;br /&gt;
 Permit[] permits = train.TakePermitOnTrack(true);		&lt;br /&gt;
;Notes&lt;br /&gt;
*Gets permits on the current track in the given direction.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TestTrackPermit===&lt;br /&gt;
{{MethodHeader|public native bool TestTrackPermit(Permit permit, bool innerOnly)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;permit&#039;&#039;&#039; = An existing Permit object.&lt;br /&gt;
*&#039;&#039;&#039;innerOnly&#039;&#039;&#039; = If true the method will test only the inner radius, if false the default radius of 150 metres will be used.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if this train is within the track controlled by &#039;&#039;permit&#039;&#039;, false otherwise. 		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool ownPermit = train.TestTrackPermit(permit1,false);		&lt;br /&gt;
;Notes&lt;br /&gt;
*The method generates an exception if the &#039;&#039;permit&#039;&#039; parameter does not refer to a track.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ToggleScheduleWindow===&lt;br /&gt;
{{MethodHeader|public void ToggleScheduleWindow(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.ToggleScheduleWindow();		&lt;br /&gt;
;Notes&lt;br /&gt;
*If the schedule window is already open/visible, this method will destroy it.&lt;br /&gt;
*Otherwise if the view details window is not visible, UpdateScheduleWindow() is called to create it for display.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ToggleViewDetailsWindow===&lt;br /&gt;
{{MethodHeader|public void ToggleViewDetailsWindow(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.ToggleViewDetailsWindow();		&lt;br /&gt;
;Notes&lt;br /&gt;
*If the ViewDetails window is already open/visible, this method will destroy it.&lt;br /&gt;
*Otherwise if the view details window is not visible, ViewDetails() is called to create it for display.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TrackSearch===&lt;br /&gt;
{{MethodHeader|public native MapObject[ ] TrackSearch(bool direction, float distance)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;direction&#039;&#039;&#039; = Direction to search relative to the train&#039;s heading, true for forwards, false for backwards.&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Maximum search distance in metres.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of objects found along the track in the defined search direction, the array might be empty.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 MapObject[] objects = train.TrackSearch(true,5000.0) // searches 5km forwards along the track.		&lt;br /&gt;
;Notes&lt;br /&gt;
*Gets all of the Trackside and SceneryWithTrack objects on a length of track that is either in front of or behind this train. &lt;br /&gt;
*Descendants of these classes are also returned.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TracksideIsInFront===&lt;br /&gt;
{{MethodHeader|public bool TracksideIsInFront(Trackside obj, float range)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;obj&#039;&#039;&#039; = Trackside object to search for.&lt;br /&gt;
*&#039;&#039;&#039;range&#039;&#039;&#039; = Mximum search distance.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if the object is logically forward of this train, false otherwise.		&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool found = train.TracksideIsInFront(signal1,500.0);		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turnaround===&lt;br /&gt;
{{MethodHeader|public native void Turnaround(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.Turnaround();		&lt;br /&gt;
;Notes&lt;br /&gt;
*Reverses the logical direction of the train, ie changes its heading.&lt;br /&gt;
*The physical direction of the vehicles is not altered but the throttle direction is reversed.&lt;br /&gt;
*If the camera is focused on the train in tracking view when this method is called the camera&#039;s direction of view (relative to the map) will alter through 180 degrees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UpdateScheduleWindow===&lt;br /&gt;
{{MethodHeader|public void UpdateScheduleWindow(string vehicleName)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;vehicleName&#039;&#039;&#039; = Name of vehicle within the train.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.UpdateScheduleWindow(&amp;quot;brake2&amp;quot;);		&lt;br /&gt;
;Notes&lt;br /&gt;
*Updates the schedule window from the given vehicle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UpdateViewDetails===&lt;br /&gt;
{{MethodHeader|public void UpdateViewDetails(Vehicle vehicle)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;vehicle&#039;&#039;&#039; = Reference to a vehicle within the train.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.UpdateViewDetails(vehicle);&lt;br /&gt;
;Notes&lt;br /&gt;
*Called by Vehicle.UpdateViewDetails() when a vehicle&#039;s load has changed so that the train&#039;s detail window can be amended.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UpdateViewDetailsLocomotive===&lt;br /&gt;
{{MethodHeader|public void UpdateViewDetailsLocomotive(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.UpdateViewDetailsLocomotive(vehicle);&lt;br /&gt;
;Notes&lt;br /&gt;
*Called by Locomotive.UpdateViewDetails() when any of the Locomotive&#039;s operating parameters have changed so that the train&#039;s detail window can be amended.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ViewDetails===&lt;br /&gt;
{{MethodHeader|public void ViewDetails(Vehicle vehicle)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;vehicle&#039;&#039;&#039; = Reference to a vehicle within the train.			&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None	&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.ViewDetails(vehicle);		&lt;br /&gt;
;Notes&lt;br /&gt;
*This method is called by Vehicle.ViewDetails() when the user has requested to view the details of the consist.&lt;br /&gt;
*It will create a Browser window listing information about the train including who the driver character is and the loads of all vehicles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WasRunScheduleSuccessful===&lt;br /&gt;
{{MethodHeader|public bool WasRunScheduleSuccessful(void)}}	&lt;br /&gt;
;Parameters&lt;br /&gt;
*None		&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if the most recently run schedule was successfully, false otherwise. 		&lt;br /&gt;
;Syntax&lt;br /&gt;
 train.WasRunScheduleSuccessful();		&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Examples==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Methods==&lt;br /&gt;
[[Class TrainUtil#AreInTrain|TrainUtil.AreInTrain()]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Class TrainUtil#CreateTrainFromSoup|TrainUtil.CreateTrainFromSoup()]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Class TrainUtil#IsInTrain|TrainUtil.IsInTrain()]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Class World#CreateTrain|World.CreateTrain()]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Class World#DeleteTrain|World.DeleteTrain()]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Class World#GetTrainList|World.GetTrainList()]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Script Class]]&lt;/div&gt;</summary>
		<author><name>PEV</name></author>
	</entry>
</feed>