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NoLimits 2 Weekly YouTube Roundups - Week 654
NoLimits Coaster

We're riding together
We dispatch, farewell
And maybe we'll ride again
Who knows, time will tell

Oh no, there's a mechanic to blame
We're spinning round (spinning round)
Will we ever touch the ground again!?

We're stuck upside down!
Stuck upside down!

Roundup 599

Your round up 600 is NEXT WEEK! We have time to spare rating your creations and we have fun prizes for our top ten most amazing creations. Submit your entries here: https://forms.gle/1cqmR74tMXwk7jPp6

You create it, you share it, we feature it!

-Ride_Op

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Dragón Groar's NoLimits 2 Script Generator
Scripting

dg
bonjour dg , alors je tiens encore à vous remercier pour vous conseils. malheureusement pour mon stryker coaster à multipasse , je n'arrive à rien , j'ai toujours un probléme quelque-part.
est ce que je peux vous passer le dossier de ma map , ou éventuellement peut-être rajouter une fonction "plusieurs passages" pour les zones de freins.

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NoLimits 2 Weekly YouTube Roundups - Week 654
NoLimits Coaster

Where my coaster at?
Seat from front to back (Ah)
Well, is you feelin' that? (Oh, no)
Put two arms up
Can you repeat that?
Solo's not in my plan
See, I don't need that (Yeah)
So, don't ride by yourself (Ride again with me)

Roundup 598

Your round up 600 is just TWO weeks away! We have time to spare rating your creations and we have fun prizes for our top ten most amazing creations.

You create it, you share it, we feature it!

-Ride_Op

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Dragón Groar's NoLimits 2 Script Generator
Scripting

CCA_Games posted on July 21st, 2025

I think the issue is because it was a SectionSetup object and not a BlockSetup. [...]

Yes, that's it then. I've just checked the code and I didn't include that method for SectionSetup, since it's equivalent to calling getCoasterSection().isTrainOnSection() (getCoasterSection() gives you the NL2 API Section object), so feel free to revert your section back to a non-block section and change your check with that (A_Section.getCoasterSection().isTrainOnSection() instead of A_Section.isTrainOnSection()), and that should fix it as well...

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Dragón Groar's NoLimits 2 Script Generator
Scripting

I think the issue is because it was a SectionSetup object and not a BlockSetup. I fixed it and got the same result by making it a block with 0g of braking force, and making it a disconnected block. This was for a Gravity Group Shuttle Coaster, where I wanted a slower lift if everything wasn't set for the train to release from the lift. I also took ThatFlyerGuy1 and dg's method of having a fast switch track position determine whether or not Unload Station was skipped. I did it this way as It would probably be easier programming-wise, but also because, let's say a park didn't have staffing but wanted all trains running they could disable the Unload Station without removing capacity. I'm not sure how useful that is, though.

EDIT: After Further Testing With 1 Less Train, a Train Comes back in time to achieve Theoretical Capacity without stopping in the Unload Station, so I made a second script that just sees how many trains are on the Storage Tracks and disables or enables the Unload Station.

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Exporting Track On CSV
NoLimits Coaster

This is for something else, but do you think it's possible to modify the script so that it saves a CSV of the coaster,...

There is no way to do this using a script, you'll need to purchase the professional license for this.

but with all the roll points flipped 180 degrees?

You can simply put a "-" (minus) before the roll points you want to flip.
Or something like this, in the measureBogie() method (choose which ones to invert):

    private void measureBogie() {
        train.getBogieOrientationAndPosition(0, frontOut, topOut, rightOut, posOut);
        frontOut.mul(-1);
        topOut.mul(-1);
        rightOut.mul(-1);
    }
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Dragón Groar's NoLimits 2 Script Generator
Scripting

This is the Script:

import com.nolimitscoaster.*;
import dgScriptGenerator.*;

public class VariableLifthill extends Script {

	
	BlockSetup TheLiftHill;
	BlockSetup Nextblock;
	SectionSetup A_Section;
	
	public bool onInit()
	{	
		Coaster coaster = sim.getCoasterForEntityId(getParentEntityId());

		DgBlockSystemController blockzonemanager = DgScriptGeneratorManager.getBlockSystemController(coaster);

		TheLiftHill = BlockSetup.findBlock(blockzonemanager.getBlocks(), "Lift");

		Nextblock = BlockSetup.findBlock(blockzonemanager.getBlocks(), "Final Frictions");
		
		A_Section = SectionSetup.findSection(blockzonemanager.getSections(), "Block Extender 1");

		return true;
	}
	
	public void onNextFrame(float tick)
	{


		if (Nextblock != null) 
		{
        	if (Nextblock.isTrainOnBlock() || A_Section.isTrainOnSection())
			{
				TheLiftHill.limitSpeedMph(2.5);
			}
			else
			{
				TheLiftHill.limitSpeedMph(0);
			}
    		
		}
	}	
}
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Dragón Groar's NoLimits 2 Script Generator
Scripting

CCA_Games posted on July 18th, 2025

I'm trying out the script extension thing. I made a script that sets the lift hill speed to a slower speed if a specified block contains a train. I was wondering if there is a way to see if a train is on a section. I've been using .isTrainOnSection() method, and I just get an error that it's an Unknown method.

Yes, it should be the .isTrainOnSection() method from any BlockSetup object returned by the BlockSetup.findBlock([...]) function. You also have .isTrainOnBlock(), which additionally returns true if a train is not on the block section itself (or any Linked Sections), but is within the block area (aka block is considered as "OCCUPIED" by NoLimits). I'm not sure why it's giving you that error, but feel free to copy-paste here the complete error and the relevant part of the script if you need more help.

EDIT: Also, something I wanted to do for a future coaster is have an unload station under permanent bypass when there are a certain number of trains. Would I just get the amount of trains on storage tracks, or is there a train count that excludes trains in storage areas?

There's no predefined function neither in NoLimits nor in the generated scripts to count the trains excluding those in storage areas, but you can easily loop through the trains and count only those that are not lashed to track (see the Scripting API > Class Overview > com.nolimitscoaster.Train > .isLashedToTrack() boolean function). Since parked trains are lashed to track always, that will give you the amount of trains that are actually out on the main track.

Additionally, as ThatFlyerGuy1 mentions:

It'd be trains in storage areas, however in the real world this would be done by disabling the station itself rather than by counting circuiting trains.

You can also set some kind of switch to enable or disable the station. You can use an invisible transfer track with minimal switch time, add it to your generated script and read its value from your extension script, then tweak the station accordingly. Then, by switching to manual block mode, you can enable or disable the unload station easily by switching the transfer table.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

I'm trying out the script extension thing. I made a script that sets the lift hill speed to a slower speed if a specified block contains a train. I was wondering if there is a way to see if a train is on a section. I've been using .isTrainOnSection() method, and I just get an error that it's an Unknown method.

EDIT: Also, something I wanted to do for a future coaster is have an unload station under permanent bypass when there are a certain number of trains. Would I just get the amount of trains on storage tracks, or is there a train count that excludes trains in storage areas?

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