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Updating Code Master's Dynamic Intamin Magnetic Brakes.
Scripting

If you're bored and know how to script I need some help. I'm trying to modify the dynamic brake fins from Code Master's first New Gen Intamin train. I'm trying to have the fins be in sync with an actual block section or trim brake. The thing is that I don't know anything about scripting. I can send you the park package if you want to try to solve this. However, if you have or know of a custom dynamic brake that can move you could also share that with me so I can modify it and change it how I'd like it. Thanks in advance.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

I can't really tell without actually seeing your script (unfortunately, the line number depends on your specific setup), but judging by the error alone, I'd bet you've set up a block with no exits. Could you please check that?
If that's not the case, I'll need to see your script...

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Dragón Groar's NoLimits 2 Script Generator
Scripting

When I have them under the same coaster this happens:

Exception: ArrayIndexOutOfBoundsException
at public dgScriptGenerator.BlockExit dgScriptGenerator.BlockSetup.getAutomaticExit() in file ...\dgScriptGenerator\BlockSetup.nlvm in line 142
at private void Nascar.processBlock(dgScriptGenerator.BlockSetup) in file ...\Nascar.nlvm in line 867
at public void Nascar.onNextFrame(float) in file ...\Nascar.nlvm in line 497
at public final void com.nolimitscoaster.Script.run()

If you're wondering Nascar.nlvm is what I named the generated script.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

If I understand your question correctly, you're asking if, when doing a dueling coaster, you need to do them together in the same coaster or in two different coasters in NL2 and if you need one or two scripts.
The answer is easy: one script per NL2 coaster. If you're doing each track of the dueling coaster in a separate coaster in NL2, you'll need two scripts. If you're doing both tracks together in the same coaster in NL2, you'll need one script with all the blocks in both tracks. You can choose to do it one way or the other, but not mix both ways. ;)

By the way, I am actually planning a dueling station sync feature (if both stations have trains on them and one is ready to go (dispatched) but the other isn't, hold the first station until the second is also dispatched), but it's not fully ready yet, so it'll be added most likely in the next update. However, if you want to use that feature, I can advance that you'll need to use one single coaster for both tracks, so if you want to benefit from that in the future, do your dueling coaster with all tracks in the same coaster in NL2 and just one script. ;)

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Dragón Groar's NoLimits 2 Script Generator
Scripting

dg posted on February 19th, 2025

Sorry for the delay, let me answer you all.

théocoaster posted on February 13th, 2025

D'un autre côté, j'ai remarqué des inconscription en particulier en ce qui concerne la fonction de lancement de swing. [...]
La piste de commutation commence à se déplacer lorsqu'elle est sur le bossu et si la piste de commutation n'est pas bien positionnée avant que le train ne commence sa deuxième passe là-bas, le lancement subit une sorte d'arrêt d'urgence.
[...]

Je vous avais dites d’expliquer encore vôtres problèmes d’une façon différente, et si vous voulait, en Français si c’était plus simple pour vous.

Néanmoins, je crois que je vous avais comprendre correctement la première fois et, encore, les scripts n’ont pas le control de la montagne russe quand le frein d’émergence est activé ni quand la montagne russe est au mode manuel complet. C’est 100% NoLimits dans ces cas.

Pour la seconde chose, vous peut faire ce que je vous dis dans ma première réponse. Les modifications que je devrais faire pour que ça marchait parfaitement sont très grandes.

merci beaucoup

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fvd++ mac issue
General

no more fvd++ sensivity issues on mac!!

  1. just download any fvd file
  2. open TERMINAL (app), and throw in this command: sudo tccutil reset All com.altlenny.FVD
  3. push enter button on your keyboard and then fill in your password
  4. if fvd was still open, close it. open it again and try to move around
  5. then a popup comes up with the question if u want to add it to something in privacy settings, press open settings & make sure its turned to yes
  6. make crazy fucking amazing coasters & never buy a windows bc those are wack
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Dragón Groar's NoLimits 2 Script Generator
Scripting

Sorry for the delay, let me answer you all.

théocoaster posted on February 13th, 2025

D'un autre côté, j'ai remarqué des inconscription en particulier en ce qui concerne la fonction de lancement de swing. [...]
La piste de commutation commence à se déplacer lorsqu'elle est sur le bossu et si la piste de commutation n'est pas bien positionnée avant que le train ne commence sa deuxième passe là-bas, le lancement subit une sorte d'arrêt d'urgence.
[...]

Je vous avais dites d’expliquer encore vôtres problèmes d’une façon différente, et si vous voulait, en Français si c’était plus simple pour vous.

Néanmoins, je crois que je vous avais comprendre correctement la première fois et, encore, les scripts n’ont pas le control de la montagne russe quand le frein d’émergence est activé ni quand la montagne russe est au mode manuel complet. C’est 100% NoLimits dans ces cas.

Pour la seconde chose, vous peut faire ce que je vous dis dans ma première réponse. Les modifications que je devrais faire pour que ça marchait parfaitement sont très grandes.

ThatFlyerGuy1 posted on February 15th, 2025

Best way to fix this would be to instruct people to enable launch speed and set it high with a low standard speed, then to toggle between launching and standard as the train floats around the selected speed.

Maybe, but I don't like when the users have to use a standard NL2 setting for something it's not meant to. I like my scripts to work like an "addon" that is as transparent as possible, aka, if you don't do anything super weird with the scripts, you can adjust and control your roller coaster with NL2's settings the same way you could do it if you weren't using the scripts.
I may still look for better options to handle this feature, though. The histeresis I added, however, really helps, and I've got to add that it also helps setting a realistic acceleration and deceleration for the movement devices (the lower the better).

SentinelParks posted on February 19th, 2025

Thank you for the update sir. May I suggest provisions for a live load (conveyor/moving) station in a future update?

Unfortunately, it is impossible to control a train's harnesses outside a station where the train must be stopped to do so, so live load stations are not something you can achieve just with a block system controller script. However, the part of it that depends on the block system controller can actually be done with the tools you already have. You just need to set a low speed for the station, continuous advance and disable the stations through an extension script. Let me gift you one that does exactly that:

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

public class DisableStations extends Script {
	
	private static final String scriptName = "Disable Stations";
	
	public bool onInit() {
		// Get coaster
		Coaster coaster = sim.getCoasterForEntityId(getParentEntityId());
		if (coaster == null) {
			System.err.println(scriptName + ": Not attached to coaster");
			return false;
		}
		
		// Get block system controller for coaster
		if (!DgScriptGeneratorManager.isBlockSystemControllerRegistered(coaster)) {
			System.err.println(scriptName + ": couldn't find block system controller");
			return false;
		}
		DgBlockSystemController blockSystemController = DgScriptGeneratorManager.getBlockSystemController(coaster);
		
		// Load resource with stations names
		String remainingStations = Tools.loadTextFileFromResource(getResourcePathForId("stations"));
		
		// Get blocks we need to manage and disable them
		while (remainingStations.length() > 0) {
			// Extract current station from list
			int splitAt = remainingStations.indexOf('\n',0);
			String currentStation = splitAt != -1 ? remainingStations.substring(0,splitAt) : remainingStations;
			if (currentStation.endsWith("\r")) currentStation = currentStation.substring(0,currentStation.length() - 1);
			remainingStations = splitAt != -1 ? remainingStations.substring(splitAt + 1) : "";
			
			// Disable current station
			BlockSetup blockToDisable = BlockSetup.findBlock(blockSystemController.getBlocks(), currentStation);
			if (blockToDisable == null) {
				System.err.println(scriptName + ": " + currentStation + " not found");
				continue;
			}
			blockToDisable.setStationDisabled();
		}
		
		return true;
	}
	
	public void onNextFrame(float tick) {}
}

You just need to add that script (copy it to a file named DisableStations.nlvm) next to the block system controller script and in its "Resource Files" tab you need to add a text file where each line is a station name, and give it the resource id "stations". Trains passing the stations you disabled will permanently behave in passthrough mode (as if the station was a brake).
Let that script also serve as an example for those that know Java on how to extend the generated scripts. ;)

After that, you need to solve the restraints issue, but that's up to you. You need a 3D train to be able to open and close restraints per car at will and use track triggers to do it. That's nothing my scripts can fix on their own sadly...

Hope this was useful to you all. ;)

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making signs
General

MrRC posted on February 15th, 2025

If u find an good image of the sign. Transfer it to a flat opject , trace the outlines of the image on the flat object. Then remove the image of the object. Rise the parts of the object according to the original. And color these. Done

thanks! but what would I do all that in? nl2?

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making signs
General

If u find an good image of the sign. Transfer it to a flat opject , trace the outlines of the image on the flat object. Then remove the image of the object. Rise the parts of the object according to the original. And color these. Done

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Dragón Groar's NoLimits 2 Script Generator
Scripting

dg posted on February 13th, 2025

  • Fixed: Problem where limiting a section's speed would often produce an annoying noise of devices switching on and off very fast. A histeresis has been added to limit the amount of on/off switching to a bearable amount.

Best way to fix this would be to instruct people to enable launch speed and set it high with a low standard speed, then to toggle between launching and standard as the train floats around the selected speed.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

bon , puisque vous me l'avez demandé gentillement je le fais en français.

J'ai essayé votre logiciel. C'est excellent. Je l'utilise déjà 3 de coasters.
D'un autre côté, j'ai remarqué des inconscription en particulier en ce qui concerne la fonction de lancement de swing. Le premier étant en arrêt d'urgence, la propulsion de coupe mais les freins sont déserrés , ce qui ne doivent pas être en particulier en raison de la sécurité, Que ce soit les freins de Block Brake comme les freins de Trim Brake. La deuxième chose (mais c'est un peu plus personnel) est que la propulsion doit attendre la position correcte de la piste de commutation derrière pour activer le launch, mais dans le cas de Toutatis at Park Asterix, le lancement de swing est en trois parties ,, Le train fait de la propulsion une fois qu'il a un millimètre dessus,
La piste de commutation commence à se déplacer lorsqu'elle est sur le bossu et si la piste de commutation n'est pas bien positionnée avant que le train ne commence sa deuxième passe là-bas, le lancement subit une sorte d'arrêt d'urgence.

Exemple avec cette vidéo: https://youtu.be/9xvr1qzflnw

D'un autre côté à la limite,
Ce qui serait acceptable d'être réaliste avec les freins magnétiques, c'est de déserter les freins lorsque la vitesse est inférieure à un seuil très spécifique.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

UPDATE 1.1.1 RELEASED

Hi! I know it's been a while and you're expecting some of the improvements I've promised during these weeks, but I thought I'd better release a small update with fixes to the issues you've been having before diving into new features that can introduce new bugs.
Therefore, this is the list of fixes included in this small update:

  • Fixed: Problem where limiting a section's speed would often produce an annoying noise of devices switching on and off very fast. A histeresis has been added to limit the amount of on/off switching to a bearable amount.
  • Fixed: Bug where blocks leading to and from storages would allow to change their maximum speed through the UI, while the code effectively applied a 5km/h limit anyways. The UI now properly disallows these changes.
  • Fixed: Bug where linked sections wouldn't properly count for isTrainBeforeStartOfSection and isTrainBehindEndOfSection. Most noticiable on simultaneous advance when set to "when end of section reached".
  • Fixed: Inconsistency: the "launch" option shouldn't be available for lift and storage blocks. These block types aren't meant to launch a train, so the option is meaningless for them.
  • Fixed: Inconsistency: the "swing-launch" option shouldn't be available for lift and storage blocks. These block types aren't meant to launch a train, so the option is meaningless for them.
  • Fixed: Inconsistency: the "swing-brake" option shouldn't be available for exits leading to lift and storage blocks. Storages are designed to receive a train slowly and lifts don't allow it to run freely backwards, so the option is meaningless for them.
  • Fixed: Bug where apparently swing-brakes wouldn't properly work on stations. I haven't actually encountered this bug, but reviewing the code for other fixes made it apparent to me, so I kinda fixed it anyway.
  • Fixed: Bug where an ugly error appeared if you closed a panel while a numeric field was empty. Now the default value for the field (usually 0) is automatically filled in instead of having the program yell at you.
  • Fixed: Bug where the "coaster name" field wouldn't properly update when loading a generated script.
  • Fixed: Bug where some characters in the coaster, block, section or switch names could lead to errors when opening the script in NL2. Names are now properly sanitized when used as variable names in the script.
  • Fixed: Bug where adjacent "Skip positions" for transfer tracks wouldn't all be skipped when the transfer track moved in one of the directions.
  • Fixed: Mistake where the placeholder for the switch position on the block exit panel would contain the wrong text.
  • Improved: Script extension made slightly easier by wrapping all generated scripts under a new abstract class that directly provides the common functions. This prevents a cast to the specific script's class when retrieving the Block System Controller, now being able to directly call the useful functions from the parent abstract class instead.

The download link is in the first post (as last time, I'm replacing the link there to make it easier to find for newcomers).

Any questions and suggestions, as always, don't hesitate to ask them right here.

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761 to 780 of 19724