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The Official Scripting Ask Thread
Scripting

The playlist moved to my channel since the shared channel was closed by the owner: https://www.youtube.com/playlist?list=PLwlY7uDI5gWSzAUFE9y3bNA98ZDIdT0Kj

But this is no way a full tutorial since it covers a certain aspect of block scripting using a helping framework, this is maybe good to get familiar with using the programming language that NL2 uses but it is not about programming itself, and it's available in German only so far (I think the auto translated subtitles are not good enough to make use of them).

I also started writing a more general beginner guide, this mainly happend since I wanted to test some text editor workflow. But it's not finished yet and everytime I read it I find many things that I think should be improved to not bore or even confuse the readers (one already tested it).

Since learning programming properly is more a matter of years and self study and experimenting (on which I tried to focus much) it can of course also do not cover every aspect and when I ever release it, it is also more for getting a basic idea and getting some first things practically done by using NL2 scripts without covering all details and not covering good practices.

When I find time to add a lot more examples there's a chance I will release it though.

I hope you are aware that I made a package that allows these things already without writing scripts by yourself but by using a general concept of animating every object (It will also receive a huge usability update soon, I just have to wait for something).

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The "What Did You Just Do In NoLimits" Thread
NoLimits Coaster

tcninja, I think it's fair to say what he's going for. I did it all the time with coaster design, but I'd also consider all feedback I received, see where they were coming from. Then I'd think of how I can incorporate the thoughts if I agreed, and if not it might just be something to keep in mind. It worked really well and I've gotten plenty of high ratings and appreciation from my work.

With that said, I also think your entire post is great advice.

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The Official Scripting Ask Thread
Scripting

Hello,
i am searching for tutorials for scripting. The link from bestdani on the first page of this thread says in youtube: "this play list is no longer available". I want to make something like doors at the station, that opens when train departs from station and closes when train has left station. Is this done by triggers? The doors are separate scenery objects and i think they has to be moved by scripts. I have made a simple rotating object, that rotates continuosly without trogger.

I have seen a thread with a short animation where a train is leaving a station and doors opens for the train but i canot find it again, even with search function (what keywords are the right ones?). If i want to make a move when a train passes a point i think there must be set a trigger. Best is a tutorial that shows how to make this.

Best regards

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The "What Did You Just Do In NoLimits" Thread
NoLimits Coaster

^I'm a composer, and I can tell you that the worst thing you can do for anything you've created is get married to your first idea and attempt to justify criticism as "I should explain what I ACTUALLY mean." It takes work to get to that point, and regardless of the layout, which for the first three elements is one of the strongest and most realistic B&M mega-invert layouts I've seen, don't be afraid to start from scratch. I have a folder specifically for older versions of my rides to go and combine multiple features that I've enjoyed while still allowing myself to make drastic edits to the overall layout.

TL;DR -- Don't deflect constructive criticism by attempting to explain your reasoning.

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The "What Did You Just Do In NoLimits" Thread
NoLimits Coaster

I appreciate all the feedback, especially kryptos's detailed post. There were a few things I should maybe list to help you all better understand what I was trying to do with it:
_Hyper class Invert
+Blend B&M Invert content with that of B&M Hyper attributes:
%Height
%Long bouts of sustained Normal G forces
%Large and tall elements
As well as
%Tight inversions
%Medium-Fast pace
%High physical intensity

Keeping this in mind, I choreographed the layout at the start to push as much high normal G force onto riders as possible before overdoing it. This is why you see the long banked valleys, large immel and dive tie up and large loop. This is all done without a break, and every valley sustains almost 3.5-3.75g force for their whole duration. So, to ease off the riders and offer them a break, I added the tall/swooping easy bank to bank element that relaxed to 1.5 normal G force. The helix rides around 3g, so easier forces than just experienced. With the rides reduced speed, I finished the layout with snappier, tighter Invert elements known for the standard class, as well as a high G helix finale, though with a smoother, eased 1.5 normal G finish; more familiar to a new Gen B&M.

I know the layout isn't perfect, but I figured Id share my intentions. If any of you are familiar with banshee or some of the new long trained B&M hypers, I'd suggest rewatching the POV and trying to imagine how your body and mind would feel under the duress of these sustained forces and reevaluate your feelings towards it. That's how I think when I FVD my rides.

On the other hand, I woke up thinking about inverts and had some time between noon and 4 to do something. Meaning it was a single run kinda thing without too much alternative consideration.

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The "What Did You Just Do In NoLimits" Thread
NoLimits Coaster

I think what people are trying to say is that there are a lot of similar elements grouped together without having some sort of variation in between. Yes, B&M does this throughout their history, but one newer exceptions that flows really well is Oz'Iris. If you look at the layout, you can see that most of the inversions are separated by other elements that feel inherently different. The reason why they feel different is because of the variation in speed at the peak of each element. The dive loop, which slows down heavily at the top, is contrasted by the faster overbank right after it. After the next two inversions, the second overbank slows down heavily, which is then contrasted by a tunnel (which makes riders think they're going faster than they are) and a whippy, fast corkscrew, which is THEN contrasted by the next helix which allows riders to slow down and catch their breath.

With this in mind, we can make five changes (add, replace, lower, switch, modify) to add variation while keeping the main idea of a "Large New-Gen B&M Invert a la Banshee." I love the first two inversions since they contrast each other nicely already. If you can add a low overbank between them, it would highlight this contrast even more. The next inversion, however, feels repetitive after the immelman-dive loop combination since the riders technically just rode through two halves of a loop. I would replace it with a fast zero-g roll that's snappy and rotates counter-clockwise to flow into the next section. The turnaround afterwards is a cool element, but it still slows down at it's peak just like the first three inversions. Lowering it's height would solve this issue, and I believe that if there was one change that could fix the "repetitiveness" complaints it would be this one. Now, for the next two elements, we can just switch them. I would have the loop come first, as it is as contrasted as you can get from the low-to-the-ground turn that precedes it. Next comes the speed bump and the other zero-g roll. These three elements, in this order, would have the same feel as Silver Bullet's or Phaethon's last two corkscrews, which is one of my favorite sequences B&M has done. The last helix is nice, but just as a style thing I would modify the entrance to the element start on the perimeter of the helix rather than running through the center. This last change is not in the vein of making the layout more varied, but if I'm going to critique I'm going to critique.

That all being said, your shaping and the technicality of the coaster is amazing, and I'm surprised that wasn't the first thing mentioned. I'm sorry for the long post, but I felt like being told that the layout is predictable and to vary it up is way too vague, and that this coaster has too much potential to be the brunt of vague critique.

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The "What Did You Just Do In NoLimits" Thread
NoLimits Coaster

Without saying it like an asshole, I like the layout and the shaping seems really solid, but I feel like it kind of repeats itself a little too much, maybe try to vary everything after the first loop a little bit more. I like the direction it's headed though, just maybe try to work in some more elements seen on new gen Inverts.

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