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Dragón Groar's NoLimits 2 Script Generator
Scripting

Hi théocoaster, glad you like the program!

I'm not sure I understand your point about the "inconsistencies". However, let me tell you that once an Emergency Stop is triggered, NL2 takes control away from the block system controller (my scripts) and just stops every moving mechanism and clamps shut all block brakes automatically. My scripts can't control that, sadly, even if I wanted to. It's the same as in full manual mode. NL2 takes control over whatever you have programmed in those cases.
If, however, you meant something else, feel free to explain it again, and feel free to explain in French if you prefer. I'm not a fluent speaker, but I understand it good enough ;)

As for your second "thing", the way I've performed that kind of swing launch like Toutatis' in my recreation of Hagrid's (check this post), it works as intended because the actual switch track the train goes through is the transfer track that switches instantly, so no wait happens. It's true that if you do it with a regular merge switch and a block after it, it won't work as it should, but you can always do the trick anyways with a real, invisible, merge switch that switches instantly and a visible one synchronized to the real one that takes the appropriate time to switch. The block will be ready to launch instantly, but visually, the switch will still be changing while it does.
In any case, if you do it that way you miss on the high speed banked switch track and if you do it my way you miss on the hunchback, as you need a train-length straight track after the switch. It's a bit of a "pick your poison" in this case...
Nevertheless, I might look into improving that in the future, but as of now, it's too complicated to implement so that it works for all possible cases you can make with my generator.

So, as I said, glad you like the program, and if you have any other concerns or ideas, feel free to post them, and don't hesitate to do it in French! ;)

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Dragón Groar's NoLimits 2 Script Generator
Scripting

I tried your software. It is excellent. I use it already 3 of my coasters.
On the other hand, I noticed inconsrances in particular with regard to the Swing Launch function. The first being on an emergency stop, the cutting propulsion but the brakes are dry which is not to be in particular by reason of security,
Whether it's Block Brake's brakes like Trim Brake's brakes. The second thing (but it is a little more personal) is that the propulsion must wait for the correct position of the Switch track behind, but in the case of toutatis at Park Asterix, the Swing Launch is in three parts ,,
The train goes propulsion once it has a millimeter on it, the switch track begins to move when it is on the hunchbacked and if however the switch track is not well positioned before the train begins its second pass there The Launch undergoes as an emergency stop.

Example with this video: https://youtu.be/9XvR1QzFlNw

On the other hand at the limit, what would be acceptable to be realistic with the magnetic brakes is to desert the brakes when the speed is below a very specific threshold.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

With the current script generator version you have two options, the easy, crappy one and the harder, nicer one.

The easy one is, if you only want the train to be released faster or slower, just set the lift speed on NL2 to the faster of both speeds and set the maximum speeds either for the lift exit towards the next block or for the previous block's exit to the lift (in the entrance section). The crappy part is that you only get two speeds: before and after the lift trigger.

The harder one sadly requires a small bit of custom scripting. My scripts intentionally expose a few functions that you can use, for example, for that. You can check the help topic "Advanced: extend script" for further detail, but if you know how to make a simple TrackTriggerListener script, just do that and then get your coaster's BlockSystemController script like the help topic indicates. Then, you can use:

BlockSetup liftBlock = BlockSetup.findBlock(blockSystemController.getBlocks(),"YOUR_LIFT_NAME");

and use the functions

liftBlock.limitSpeed(double speedLimit);    // speedLimit is taken in m/s
liftBlock.limitSpeedKmh(double speedLimit); // speedLimit is taken in km/h
liftBlock.limitSpeedMph(double speedLimit); // speedLimit is taken in mph

to apply a speed limit to the lift when the train hits certain triggers.
I've actually been looping around how to let this happen automatically based on trigger names, but NL2's API doesn't let me check trigger names if I don't already know a trigger's full name to get a reference to it first, so it's hard to think of a good way to do it...

For next version I added to my notes based on CCA_Games' feedback to include a function to allow for more "speed areas" so to say (different speeds for "train entering section", "train fully inside but before trigger", "train passed trigger, not yet actually leaving section", "first car past section end (leaving)") but I still have lots to code for that to work...

If you need further explanation or clarification, including not knowing how to make a simple TrackTriggerListener, don't hesitate to ask ;)

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Expanding NoLimits 2 Functions: Help with Modifications
General

Hi everyone,

I'm working on a university project in the engineering department, where I'm developing a roller coaster control panel connected to NoLimits 2, similar to the ones seen on various YouTube channels. However, I want to take it a step further.

In addition to controlling dispatches, safety harnesses, and doors, I also want to manage the entire block zone logic and develop a second panel for transferring trains. The problem is that NoLimits 2 does not allow these actions through its telemetry server, as it only provides basic options like dispatching trains, opening and closing doors, and controlling the harnesses.

For this reason, I would need to modify the game files and the telemetry server to add more endpoints. Does anyone have experience with this type of modification or know how I could approach it?

Thanks in advance!

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Dragón Groar's NoLimits 2 Script Generator
Scripting

Hi!

Sorry for that.

First, please check that the script is complete and not modified and that it's accompanied by the folder "dgScriptGenerator" that is created when you save the script. The folder must be in the same folder as the script itself. If you move the script to a subdirectory, you need to move the folder to that subdirectory as well.

Now, if all that is correct, please check if you used any special characters or symbols in the block, section, switch or coaster names. If you did, please try removing them. The scripting language doesn't admit certain characters in variable names, and the code that makes sure the most common ones are replaced by normal ones when needed might not be perfect. Only 100% safe characters are upper and lower case letters, underscores and numbers as long as the name does not start with a number. I probably should improve the replacements anyways, so if that was the issue, let me know and I'll fix it for the next version.

EDIT: Despite not having any answer back from you yet, I've improved the replacements anyways on version 1.1.1, so if you could try to download it, load your script and regenerate it and save it replacing the old one, it would most likely fix your issue. Let me know if you do that whether it works or it doesn't. ^^

If all of the previous was correct and it still doesn't work, I will need to see your script to know what's wrong. Can you send it to me? You can either send it to me directly (DM me and I'll tell you how if that's what you want) or paste here the starting bit (if you open the script in a text editor and use the search tool for the text "*/" (without quotes), I would only need you to copy and paste here from the beginning until the */ you found for me to be able to regenerate your script and check it.)

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NL2 Ask Thread
NoLimits Coaster

MrRC posted on February 3rd, 2025

The test park with Blender Eel_01 does work now. Script is been able to detect the model.

But due the large size of the model it does move so little at first i didn't notice it.

So i adjusted the settings in the script and it does work now.

Tnx for all your helpfull support. I really appreciate that.

Great! You could consider scaling the model in Blender, rather than adapting the script. The userbase of Blender is quite large, and there are tons of videos explaining pretty much everything Blender can do.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

dg posted on February 2nd, 2025

That's part of the speed limiting code. For next version, I've added a small histeresis (like the one in the brake sections on the NL2 editor) that greatly reduces that annoying noise. For now, it does help that for the transfer track or brake section leading to the storage track you set a low transport acceleration and deceleration. Next version will make it better ^^

What I do in my custom scripts is I set one of my speeds to 5km/h (the storage section speed limit) and I set the other speed limit to the upper speed limit of the section, often either 8 or 10km/h.

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NL2 Ask Thread
NoLimits Coaster

The test park with Blender Eel_01 does work now. Script is been able to detect the model.

But due the large size of the model it does move so little at first i didn't notice it.

So i adjusted the settings in the script and it does work now.

Tnx for all your helpfull support. I really appreciate that.

View comment
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