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Dragón Groar's NoLimits 2 Script Generator
Scripting

CCA_Games posted on June 11th, 2025

[...] After a good number of cycles with a quick dispatch I see the train forgets the station exist and continues on while the station block says (In Station). [...] It continues and by the time it's in the station the train in front is on a linked section but not the station.

Huh, it's weird and possible at the same time. I've been adding some tweaks to multimove with linked sections after your initial comment and I've detected some weird behaviour. Last time I touched the code a few days ago, I left it pending to solve an issue with the end-of-section detection when the section has linked sections, which I hope fixes all that. And after I figure that out, I think I can release the update I've been preparing. You'll have more multimove options by then (with and without Linked Sections) and those considering Linked Sections should work better hopefully.

For now, if you can avoid Linked Sections at the exit of a multimove station, everything will work better. You can always just leave the transports after the station as regular transports and they'll work automatically like they do in normal mode. Linking them to the station just makes them work in unison with the station and extend the block until them, but again, it may give issues with multimove, so for now my suggestion is to avoid that...

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Dragón Groar's NoLimits 2 Script Generator
Scripting

My Multi Move Issue, which I've talked about before, seems to happen on every coaster I've used Multi Move on. After a good number of cycles with a quick dispatch I see the train forgets the station exist and continues on while the station block says (In Station). This seems to happen when the train leaves the station before the train behind it parks in the block behind it. It continues and by the time it's in the station the train in front is on a linked section but not the station.

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The Official Scripting Ask Thread
Scripting

Hi,

I'm building a script where I want to use the "onLateUpdate()" method. However, whatever I try, the method is never called. Does anyone have any experience with this? The other, similar methods, do work fine (onInit(), onLateInit() and onNextFrame()).
Am I overseeing something? See below a sample script.

Thanks in advance for any help!

Edit 09-June-2025 @ 12:40:

Oversight from my side: onLateUpdate() does not take any arguments. In my original code I wrote onLateUpdate(float tick). The argument float tick should not be in there. Call works fine now.

import com.nolimitscoaster.*;
import nlvm.lang.*;

public class onLateTest extends Script {
    public bool onInit() {
        System.err.println("onInit triggered");
        return true;
    }

    public bool onLateInit() {
        System.err.println("onLateInit triggered");
        return true;
    }

    public void onNextFrame(float tick) {
        System.err.println("onNextFrame triggered");
    }

    // This call is wrong, onLateUpdate does not take arguments.
    public void onLateUpdate(float tick) {
        System.err.println("onLateUpdate triggered");
    }

    // This call is correct.
    public void onLateUpdate() {
        System.err.println("onLateUpdate triggered");
    }
}
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Dragón Groar's NoLimits 2 Script Generator
Scripting

dg posted on June 6th, 2025

CCA_Games posted on June 6th, 2025

I seem to be having a issue. Now when I open up the script generator the window looks almost blank with only the header along with placeholders. When I try to open a script I get this error Message:

NullReferenceException: Object reference not set to an instance of an object
[...]

That's an error I found recently. It only happens when you launch the program for the first time. It tries to create the preferences file and read it back before it's even created, which obviously fails, and the rest just cascades from there. I've already fixed it in the code, and for you it should be "fixed" by just opening the program again (the preferences file should already exist, so there's no longer an issue with it). Needless to say, it will be fixed in the next version ^^

théocoaster posted on June 2nd, 2025

bonjour dg.
alors déjà merci pour vos suggestions qui vont m'aider , déjà pour mon stryker coaster.
et concernant mon Intamin, pour mieux comprendre voici le schéma de gestion des blocks :
gare -> launch 1 (classique)
-> launch 2 (entrée en front) -> fléche (entrée en front) -> launch 2 (passage en back) -> track switch + trim brake launch -> top hat (passage en back) -> middle brake (passage en back)
-> track switch (passage en back) -> final brake (arrivée en back) -> et vice versa.
petite info , le launch 2 , il n'a plus de track switch , le block est passé en table de transfert de la même maniére que pour hagrid coaster (bien que cette fois elle fait la longueur de la table c'est la longueur du launch block). bien qu'il n'y ait pas de trim brake launch devant (je peux éventuellement le rajouter) mais il y en a un derriére.

si vous avez besoin de plus de précisions je peux vous passer mon discord si vous le souhaitez.

(Français au dessous)

Again, my Hagrid’s recreation was not using the same Swing-Launch feature you’re using, it was done manually, so I can’t really tell you “what I did” back then.
Now, I still don’t know what your exact problem is, but anyway, you should have set up the following blocks and exits:

  • Station -> Launch 1 (forwards, no launch, no swing-launch, no swing-brake)
  • Launch 1 -> Launch 2 (forwards, launch, no swing-launch, no swing-brake, transfer required on curve entrance position)
  • Launch 2 -> MCBR (backwards, launch, swing-launch, no swing-brake, transfer required on straight entrance position)
  • MCBR -> Final (backwards, no? launch, no swing-launch, no swing-brake, final switch required on track position)
  • Final -> Station (forwards, no launch, no swing-launch, no swing-brake, final switch required on station position)

The swing-launch on Launch 2 can be starting towards the exit (backwards) or against the exit (forwards), it doesn’t matter because the train comes into the block at a speed. The only difference between both options is where to launch first when the train is stopped or needs to stop.
Your spike should be connected on the transfer track in the same position as the straight entrance, but on the other side of the track. If you want to add trims to either side of the launch, you need to include them as Linked Sections in Launch 2.
And the middle brake (MCBR) might need different parameters, but I’ve considered a classic MCBR. If you want something like Voltron’s booster block, for example, you’d need (backwards, launch, swing-launch, no swing-brake, switch required…) and swing-brake enabled in the exit Launch 2 -> MCBR instead.

Last, you might be encountering a bug in how NoLimits 2 handles blocks in Scripted mode. To sum up, front spikes are not counted in any block (if you enable blocks spline display, they will be black), which messes up with the Swing-Launch. To fix this, what I've done in my tests is set the rest of the spike (usually free normal track) as an Empty (No device) No-Block Lift section and include this section as a Linked Section in the Launch. Interestingly, in Normal (non-scripted) mode, front spikes are considered part of the previous block. I've reported this bug to the NoLimits dev team, but as of today, it's not been fixed yet.

Hope that solves your doubts. If it doesn’t let me know more specifically what problem you are facing or where you are stuck to help you further.

(FR)

Encore, ma recréation de Hagrid’s n’utilise pas la même fonction Swing-Launch que vous utilisez, elle est programmée manuellement, donc je ne peux pas vous dire “qu’est-ce que j’avais fait” là.
Puis, je ne sais pas encore quel est votre problème exactement, mais en tout cas, vous devriez configurer ces blocks et sorties-ci :

  • Gare -> Launch 1 (avant, pas de launch, pas de swing-launch, pas de swing-brake)
  • Launch 1 -> Launch 2 (avant, launch, pas de swing-launch, pas de swing-brake, voie transfert requis à la position de l’entrée courbée)
  • Launch 2 -> MCBR (arrière, launch, swing-launch, pas de swing-brake, voie transfert requis à la position de l’entrée droite)
  • MCBR -> Final (arrière, pas de launch ?, pas de swing-launch, pas de swing-brake, switch finale requis à la position de la voie)
  • Final -> Gare (avant, pas de launch, pas de swing-launch, pas de swing-brake, switch finale requis à la position de la gare)

Le swing-launch au Launch 2 peut être commençant vers la sortie (arrière) ou contre la sortie (avant), ce n’est pas important parce que le train vient vers le block avec vitesse. La seule différence entre les deux options c’est la direction du premier lancement quand le train est arrêté dans le block.
Votre spike doit se connecter à la table transfert à la même position qui se connecte l’entrée droite, mais dans l’autre côté de la voie.
Et le middle brake (MCBR) peut avoir besoin des paramètres différentes, mais j’ai considéré un MCBR classique. Si vous voulez faire quelque-chose comme le block booster à Voltron, par exemple, vous auriez besoin de (arrière, launch, swing-launch, pas de swing-brake, switch requis…) et swing-brake activé dans la sortie Launch 2 -> MCBR à la place.

Dernière, vous pouvez avoir trouvé un bug avec comme NoLimits 2 s’occupe des blocks au Scripted mode. Pour résumer, les spikes avant ne sont pas considérées une partie d’aucun block (si vous activez la visualisation de spline des blocks, elles sont noires), qui mis en désordre le Swing-Launch. Pour corriger ceci, ce que j’ai fait dans mes tests c’est établir le reste du spike (habituellement voie libre normale) comme une section Lift vide (Device None) No-Block et inclure ce section comme une Linked Section dans le launch. De façon intéressante, au mode Normale (pas Scripted), les spikes avant sont considérées comme une partie du dernier block. J’ai rapporté ce bug aux devs de NoLimits, mais à ce jour, il n'est pas corrigé.

J’espère que ceci résoudre vos doutes. Si c’est pas le cas, faites-moi savoir plus spécifiquement quel problème avez-vous exactement ou où êtes-vous bloqué pour vous aider mieux.

merci dg. alors oui pour le "trim lift" je l'ai fait mais avec un trim brake (non launch) en mettant la décélération au plus faible. ce qui permet de maintenir le block en occupation.

merci beaucoup pour tes aides précieuses , que je vais bien prendre soin.

cordialement , théo urbain.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

CCA_Games posted on June 6th, 2025

I seem to be having a issue. Now when I open up the script generator the window looks almost blank with only the header along with placeholders. When I try to open a script I get this error Message:

NullReferenceException: Object reference not set to an instance of an object
[...]

That's an error I found recently. It only happens when you launch the program for the first time. It tries to create the preferences file and read it back before it's even created, which obviously fails, and the rest just cascades from there. I've already fixed it in the code, and for you it should be "fixed" by just opening the program again (the preferences file should already exist, so there's no longer an issue with it). Needless to say, it will be fixed in the next version ^^

théocoaster posted on June 2nd, 2025

bonjour dg.
alors déjà merci pour vos suggestions qui vont m'aider , déjà pour mon stryker coaster.
et concernant mon Intamin, pour mieux comprendre voici le schéma de gestion des blocks :
gare -> launch 1 (classique)
-> launch 2 (entrée en front) -> fléche (entrée en front) -> launch 2 (passage en back) -> track switch + trim brake launch -> top hat (passage en back) -> middle brake (passage en back)
-> track switch (passage en back) -> final brake (arrivée en back) -> et vice versa.
petite info , le launch 2 , il n'a plus de track switch , le block est passé en table de transfert de la même maniére que pour hagrid coaster (bien que cette fois elle fait la longueur de la table c'est la longueur du launch block). bien qu'il n'y ait pas de trim brake launch devant (je peux éventuellement le rajouter) mais il y en a un derriére.

si vous avez besoin de plus de précisions je peux vous passer mon discord si vous le souhaitez.

(Français au dessous)

Again, my Hagrid’s recreation was not using the same Swing-Launch feature you’re using, it was done manually, so I can’t really tell you “what I did” back then.
Now, I still don’t know what your exact problem is, but anyway, you should have set up the following blocks and exits:

  • Station -> Launch 1 (forwards, no launch, no swing-launch, no swing-brake)
  • Launch 1 -> Launch 2 (forwards, launch, no swing-launch, no swing-brake, transfer required on curve entrance position)
  • Launch 2 -> MCBR (backwards, launch, swing-launch, no swing-brake, transfer required on straight entrance position)
  • MCBR -> Final (backwards, no? launch, no swing-launch, no swing-brake, final switch required on track position)
  • Final -> Station (forwards, no launch, no swing-launch, no swing-brake, final switch required on station position)

The swing-launch on Launch 2 can be starting towards the exit (backwards) or against the exit (forwards), it doesn’t matter because the train comes into the block at a speed. The only difference between both options is where to launch first when the train is stopped or needs to stop.
Your spike should be connected on the transfer track in the same position as the straight entrance, but on the other side of the track. If you want to add trims to either side of the launch, you need to include them as Linked Sections in Launch 2.
And the middle brake (MCBR) might need different parameters, but I’ve considered a classic MCBR. If you want something like Voltron’s booster block, for example, you’d need (backwards, launch, swing-launch, no swing-brake, switch required…) and swing-brake enabled in the exit Launch 2 -> MCBR instead.

Last, you might be encountering a bug in how NoLimits 2 handles blocks in Scripted mode. To sum up, front spikes are not counted in any block (if you enable blocks spline display, they will be black), which messes up with the Swing-Launch. To fix this, what I've done in my tests is set the rest of the spike (usually free normal track) as an Empty (No device) No-Block Lift section and include this section as a Linked Section in the Launch. Interestingly, in Normal (non-scripted) mode, front spikes are considered part of the previous block. I've reported this bug to the NoLimits dev team, but as of today, it's not been fixed yet.

Hope that solves your doubts. If it doesn’t let me know more specifically what problem you are facing or where you are stuck to help you further.

(FR)

Encore, ma recréation de Hagrid’s n’utilise pas la même fonction Swing-Launch que vous utilisez, elle est programmée manuellement, donc je ne peux pas vous dire “qu’est-ce que j’avais fait” là.
Puis, je ne sais pas encore quel est votre problème exactement, mais en tout cas, vous devriez configurer ces blocks et sorties-ci :

  • Gare -> Launch 1 (avant, pas de launch, pas de swing-launch, pas de swing-brake)
  • Launch 1 -> Launch 2 (avant, launch, pas de swing-launch, pas de swing-brake, voie transfert requis à la position de l’entrée courbée)
  • Launch 2 -> MCBR (arrière, launch, swing-launch, pas de swing-brake, voie transfert requis à la position de l’entrée droite)
  • MCBR -> Final (arrière, pas de launch ?, pas de swing-launch, pas de swing-brake, switch finale requis à la position de la voie)
  • Final -> Gare (avant, pas de launch, pas de swing-launch, pas de swing-brake, switch finale requis à la position de la gare)

Le swing-launch au Launch 2 peut être commençant vers la sortie (arrière) ou contre la sortie (avant), ce n’est pas important parce que le train vient vers le block avec vitesse. La seule différence entre les deux options c’est la direction du premier lancement quand le train est arrêté dans le block.
Votre spike doit se connecter à la table transfert à la même position qui se connecte l’entrée droite, mais dans l’autre côté de la voie.
Et le middle brake (MCBR) peut avoir besoin des paramètres différentes, mais j’ai considéré un MCBR classique. Si vous voulez faire quelque-chose comme le block booster à Voltron, par exemple, vous auriez besoin de (arrière, launch, swing-launch, pas de swing-brake, switch requis…) et swing-brake activé dans la sortie Launch 2 -> MCBR à la place.

Dernière, vous pouvez avoir trouvé un bug avec comme NoLimits 2 s’occupe des blocks au Scripted mode. Pour résumer, les spikes avant ne sont pas considérées une partie d’aucun block (si vous activez la visualisation de spline des blocks, elles sont noires), qui mis en désordre le Swing-Launch. Pour corriger ceci, ce que j’ai fait dans mes tests c’est établir le reste du spike (habituellement voie libre normale) comme une section Lift vide (Device None) No-Block et inclure ce section comme une Linked Section dans le launch. De façon intéressante, au mode Normale (pas Scripted), les spikes avant sont considérées comme une partie du dernier block. J’ai rapporté ce bug aux devs de NoLimits, mais à ce jour, il n'est pas corrigé.

J’espère que ceci résoudre vos doutes. Si c’est pas le cas, faites-moi savoir plus spécifiquement quel problème avez-vous exactement ou où êtes-vous bloqué pour vous aider mieux.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

I seem to be having a issue. Now when I open up the script generator the window looks almost blank with only the header along with placeholders. When I try to open a script I get this error Message:

NullReferenceException: Object reference not set to an instance of an object
ScriptGenerator.LoadManager+<>c__DisplayClass0_0.<Load>g__LoadFromFile|0 (System.String path) (at <7f3f9d38703443589c23d45ffcd23488>:0)
ScriptGenerator.FileBrowserPanelController.Accept () (at <7f3f9d38703443589c23d45ffcd23488>:0)
ScriptGenerator.FolderViewPanel.AcceptItem (ScriptGenerator.FolderItem item) (at <7f3f9d38703443589c23d45ffcd23488>:0)
ScriptGenerator.FolderItem.DoubleClick () (at <7f3f9d38703443589c23d45ffcd23488>:0)
ScriptGenerator.FolderItem.OnButtonClick () (at <7f3f9d38703443589c23d45ffcd23488>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <6869b1608d104370ab4484f8f699b3fc>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <6869b1608d104370ab4484f8f699b3fc>:0)
UnityEngine.UI.Button.Press () (at <a7b1030172e94d56a9a51974caee9dba>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <a7b1030172e94d56a9a51974caee9dba>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <a7b1030172e94d56a9a51974caee9dba>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <a7b1030172e94d56a9a51974caee9dba>:0)
UnityEngine.EventSystems.EventSystem:Update()

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Selfmade Custom Trains
NoLimits Coaster

Hi everyone,

My friend and I are working on a project that we hope to bring to life one day. For this, we’d like to design a custom train in the shape of a witch’s cauldron – a spinning coaster, where the cars can rotate. 1 train with 4 cars

We’ve already tried a few things, but since this is our first time creating custom trains in NoLimits 2, we haven’t been able to get them on the track yet. That’s why we’re looking for someone who would be willing and able to help us out, or point us to a clear and detailed tutorial. Most of the tutorials we’ve found so far have been quite vague or incomplete.

From what we understand so far, we’ll need the following:

A model of the train itself and a separate one for the bogies.

Since each car will look the same, one model should be enough to reuse.

Scripts to:

make the train spin like a spinning coaster,

set up a proper onboard camera view,

and, of course, get the custom train to appear on the track.

Do we have everything we need? Or are we missing something important?

I don’t have much experience with scripting or JavaScript myself, but my friend has a bit more knowledge, so hopefully we can make some progress with the right guidance.

If anyone has experience with this process and is willing to help – or knows of a good, clear tutorial – we would really appreciate it!

Thanks so much for your time and help!

Best regards,
Lars

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Dragón Groar's NoLimits 2 Script Generator
Scripting

Waking_Giants:

Unfortunately, NoLimits 2's API does not provide any way to control a device's acceleration or deceleration, and while it doesn't provide any way for the speed either and I programmed my own, acceleration is a bit harder to program in. The best way I can think of to do it right now is divide your launch in different sections and enable more or less sections depending on the desired acceleration, but that's not something my Script Generator can do right now. You could use my scripts as a base and extend them to either do that or raise the section's speed limit at your desired rate, but be warned, I don't think it's going to be an easy or reliable thing to program.

In summary, yes, NoLimits has some limits ^^


Ah damn, well good to know. I'll see if I can try to just make more sections.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

dg posted on June 2nd, 2025

(Réponse pour théocoaster en Français au dessous)

Hi! Sorry for the weeks of silence. I've been a bit busier than I wanted.


Firstly, théo:

Yes, you can do what you want the same way I explained before, but simply ignoring all the "has to be a perfect circle" and "3D trains" things. You can make a track following the diagram I added.
Then, what you would need to do in the generator is add 3 different exits for the brake block between the switches. The first and second ones are swing-launches towards the same brake requiring the switches to be in the straight position. Remember to enable swing-brake for the cases when the train is forced to stop (swing-brakes are skipped if the train can leave immediately). The third exit leads to the station area and requires the exit switch to be in the curve position.
Now, the magic is to set the "change auto exit" dropdown in the first exit to the second exit, in the second to the third and in the third to the first again. That way, when the train takes the first exit, it does its first lap and changes to the second exit, which makes it do the second lap and change to the exit towards the station to leave the track, after which the next train would take the first exit again.

You can, of course, also do that with a transfer table instead of switches, and even do some more complex things if you want.

I hope that solved your doubt now. Don't hesitate to ask back if that's not the case. :)


Next, CCA_Games:

Multimove can't stop the second train until the first one has fully left the station. This might lead to the state "In Station" missing the "center of section" trigger to connect the station handler, which makes the train skip the station. I'll check it anyways, but take into account that if your train is already skipping the trigger, the right fix is not to connect the station handler late (the train will already be out of its home position), you need to adjust the timing of the second train being allowed into the station so that the first train fully leaves before the second reaches the end of the section.
There are some more options on the "continuous advance" dropdown added for next version which might also help, but really, consider adjusting your speeds and block lengths to fix it instead of waiting for my fix, as it will be a fail-safe fix, not a proper one.


Waking_Giants:

Unfortunately, NoLimits 2's API does not provide any way to control a device's acceleration or deceleration, and while it doesn't provide any way for the speed either and I programmed my own, acceleration is a bit harder to program in. The best way I can think of to do it right now is divide your launch in different sections and enable more or less sections depending on the desired acceleration, but that's not something my Script Generator can do right now. You could use my scripts as a base and extend them to either do that or raise the section's speed limit at your desired rate, but be warned, I don't think it's going to be an easy or reliable thing to program.

In summary, yes, NoLimits has some limits ^^


And back to théo:

My Hagrid recreation used a much older version of my Script Generator that didn't really work very well... the script was much more complex and supported much less features, so the swing-launch it does was coded in manually, so while the positioning of the tracks I explain there is still valid, you can't really consider it up to date in terms of scripting.

In any case, if you may add some more details about what you want to do and where you are stuck, I may be able to help better. ^^


(Français pour théo)

Oui, vous pouvez faire ça comme j'avais expliqué avant, mais vous pouvez ignorer tous les « doit être un cercle parfait » et « trains 3D ». Vous pouvez faire la voie comme le dessin j'ajoutais.
Puis, ce que vous devriez faire dans le Script Generator c'est ajouter 3 sorties pour le block de frein entre les switches. La première et la deuxième sont swing-launches vers le même frein et avec les switches dans la position droit. N'oubliez pas activer le swing-brake pour les cas où le train doit s'arrêter (les swing-brakes sont passés si le train peut sortir immédiatement.). La troisième sortie marche vers la voie de la gare et requis que le switch de sortie est dans la position courbe.
La magique maintenant c'est établir le déroulant « Change Auto Exit » (changer sortie automatique) dans la première sortie pour changer vers la deuxième, dans la deuxième sortie vers la troisième et dans la troisième vers la première encore. Comme ça, quand le train fait la première sortie, il fait le premier tour et changes vers la deuxième sortie, qui le fait faire une deuxième tour et changer vers la sortie vers la gare pour sortir de la voie principale, après quoi le prochain train prendra la première sortie encore.

Vous pouvez, bien sûr, faire ça avec une table transfert en lieu des switches, et vous pouvez faire des choses plus complexes si vous voulez aussi.

J'espère que ça résout vos doutes. N'hésitez pas de faire une nouvelle question si ce n’est pas le cas. :)

Pour l'autre message :

Ma recréation de Hagrid utilisez une version trop vielle de mon Script Generator qui ne marchait pas trop bien... le script était plus complexe et n'avait pas autant des fonctions, donc le swing-launch il fait était programmé manuellement. Donc, l'explication sur la position des voies est toujours valide, mais pas le script.

Dans tout cas, si vous ajoutez plus de détails sur ce que vous voulez faire et où soit-vous bloqué, je pourrais vous aider mieux. ^^

bonjour dg.
alors déjà merci pour vos suggestions qui vont m'aider , déjà pour mon stryker coaster.
et concernant mon Intamin, pour mieux comprendre voici le schéma de gestion des blocks :
gare -> launch 1 (classique)
-> launch 2 (entrée en front) -> fléche (entrée en front) -> launch 2 (passage en back) -> track switch + trim brake launch -> top hat (passage en back) -> middle brake (passage en back)
-> track switch (passage en back) -> final brake (arrivée en back) -> et vice versa.
petite info , le launch 2 , il n'a plus de track switch , le block est passé en table de transfert de la même maniére que pour hagrid coaster (bien que cette fois elle fait la longueur de la table c'est la longueur du launch block). bien qu'il n'y ait pas de trim brake launch devant (je peux éventuellement le rajouter) mais il y en a un derriére.

si vous avez besoin de plus de précisions je peux vous passer mon discord si vous le souhaitez.

View comment
Dragón Groar's NoLimits 2 Script Generator
Scripting

(Réponse pour théocoaster en Français au dessous)

Hi! Sorry for the weeks of silence. I've been a bit busier than I wanted.


Firstly, théo:

Yes, you can do what you want the same way I explained before, but simply ignoring all the "has to be a perfect circle" and "3D trains" things. You can make a track following the diagram I added.
Then, what you would need to do in the generator is add 3 different exits for the brake block between the switches. The first and second ones are swing-launches towards the same brake requiring the switches to be in the straight position. Remember to enable swing-brake for the cases when the train is forced to stop (swing-brakes are skipped if the train can leave immediately). The third exit leads to the station area and requires the exit switch to be in the curve position.
Now, the magic is to set the "change auto exit" dropdown in the first exit to the second exit, in the second to the third and in the third to the first again. That way, when the train takes the first exit, it does its first lap and changes to the second exit, which makes it do the second lap and change to the exit towards the station to leave the track, after which the next train would take the first exit again.

You can, of course, also do that with a transfer table instead of switches, and even do some more complex things if you want.

I hope that solved your doubt now. Don't hesitate to ask back if that's not the case. :)


Next, CCA_Games:

Multimove can't stop the second train until the first one has fully left the station. This might lead to the state "In Station" missing the "center of section" trigger to connect the station handler, which makes the train skip the station. I'll check it anyways, but take into account that if your train is already skipping the trigger, the right fix is not to connect the station handler late (the train will already be out of its home position), you need to adjust the timing of the second train being allowed into the station so that the first train fully leaves before the second reaches the end of the section.
There are some more options on the "continuous advance" dropdown added for next version which might also help, but really, consider adjusting your speeds and block lengths to fix it instead of waiting for my fix, as it will be a fail-safe fix, not a proper one.


Waking_Giants:

Unfortunately, NoLimits 2's API does not provide any way to control a device's acceleration or deceleration, and while it doesn't provide any way for the speed either and I programmed my own, acceleration is a bit harder to program in. The best way I can think of to do it right now is divide your launch in different sections and enable more or less sections depending on the desired acceleration, but that's not something my Script Generator can do right now. You could use my scripts as a base and extend them to either do that or raise the section's speed limit at your desired rate, but be warned, I don't think it's going to be an easy or reliable thing to program.

In summary, yes, NoLimits has some limits ^^


And back to théo:

My Hagrid recreation used a much older version of my Script Generator that didn't really work very well... the script was much more complex and supported much less features, so the swing-launch it does was coded in manually, so while the positioning of the tracks I explain there is still valid, you can't really consider it up to date in terms of scripting.

In any case, if you may add some more details about what you want to do and where you are stuck, I may be able to help better. ^^


(Français pour théo)

Oui, vous pouvez faire ça comme j'avais expliqué avant, mais vous pouvez ignorer tous les « doit être un cercle parfait » et « trains 3D ». Vous pouvez faire la voie comme le dessin j'ajoutais.
Puis, ce que vous devriez faire dans le Script Generator c'est ajouter 3 sorties pour le block de frein entre les switches. La première et la deuxième sont swing-launches vers le même frein et avec les switches dans la position droit. N'oubliez pas activer le swing-brake pour les cas où le train doit s'arrêter (les swing-brakes sont passés si le train peut sortir immédiatement.). La troisième sortie marche vers la voie de la gare et requis que le switch de sortie est dans la position courbe.
La magique maintenant c'est établir le déroulant « Change Auto Exit » (changer sortie automatique) dans la première sortie pour changer vers la deuxième, dans la deuxième sortie vers la troisième et dans la troisième vers la première encore. Comme ça, quand le train fait la première sortie, il fait le premier tour et changes vers la deuxième sortie, qui le fait faire une deuxième tour et changer vers la sortie vers la gare pour sortir de la voie principale, après quoi le prochain train prendra la première sortie encore.

Vous pouvez, bien sûr, faire ça avec une table transfert en lieu des switches, et vous pouvez faire des choses plus complexes si vous voulez aussi.

J'espère que ça résout vos doutes. N'hésitez pas de faire une nouvelle question si ce n’est pas le cas. :)

Pour l'autre message :

Ma recréation de Hagrid utilisez une version trop vielle de mon Script Generator qui ne marchait pas trop bien... le script était plus complexe et n'avait pas autant des fonctions, donc le swing-launch il fait était programmé manuellement. Donc, l'explication sur la position des voies est toujours valide, mais pas le script.

Dans tout cas, si vous ajoutez plus de détails sur ce que vous voulez faire et où soit-vous bloqué, je pourrais vous aider mieux. ^^

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Dragón Groar's NoLimits 2 Script Generator
Scripting

bonjour dg c'est théo.
je reviens vers toi car j'ai un soucis avec un swing-launch dont la sortie est arriére. j'ai bien appliqué tous les conseils que tu m'a donné avec ton coaster "hagrid" pour autant je n'ai pas le résultat escompté. il y aurait-il quelque-chose que je n'ai pas compris et éventuellement pas bien fait ? pourtant j'ai manipuler les options dans le script comme dans NL2 dans tous les sens.

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