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The Official Scripting Ask Thread
Scripting

Hello ! I was reading the NL2 Script manual and i found the method " onTrainLeaving ( TrackTrigger trigger, Train train)" Does it mean that the word trigger should be replaced with the name of your trigger and the word train replaced by the number of the train you want to detect ?

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Aether Systems (Journey To Agartha has arrived.)
NoLimits Coaster

I assume that the new train design already has the previous issue fixed where Paragon would have considerable lag due to the sheer number of polys the object has?

Either way, that looks fantastic! I'm sure nearly everyone has thought of doing something like this but to have the skill to really pull it off well is something else. :D

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Aether Systems (Journey To Agartha has arrived.)
NoLimits Coaster

https://gyazo.com/3d664e16573f2065d6ab210f4425650c

Aether Systems is a custom coaster style i have been working on and developing significantly in the last few months. One of my favourite things to do within NL2 is to create rides and layout free from the constraints of real world manufactures, this gives you more freedom in the elements and supporting styles you can use on your rides. Starting with terribly shaped box like covers to hide the existing nl2 trains, i kept updating and improving them over time as my modelling skills improved. The culmination of this work resulted in Paragon, a hyper coaster i worked on alongside Coasterguy246 and Isatnav for roundup 200.

Since the completion of this project we decided to team up and build a custom coaster style from scratch, the idea being that we can use this for all of our future projects. As some may recall, i began working on modular track sections for launches and brake runs, these could be stacked to create sections of varying lengths based upon 5m long pieces. Since the last update i have made considerable progress.

https://gyazo.com/57f7974f11984dbc496115d3fcef8ac6

https://gyazo.com/1ca453cecb68d4ac6b580fd9e1e418c9

The current selection of pieces contains LSM sections, Block sections, Transports, Lift pieces, Trim brakes, Friction brakes and is being constantly improved and added to as time goes on, as it stands there is enough to make a full multi blocked coaster with a launch and lift hill. There are still some issues to work out, mainly a script for the transport wheel sections so they animate correctly, and a solution for some form of animated lift chain, but apart from that they are fully featured and detailed with wiring, sensors and all of the real world devices that would be needed on the track sections that NL2 does not provide. All the pieces have large amounts of clipping and perform great within NL2 despite the complexity.

In addition to the track sections i also created my first full custom train to be used with the style, i created the train as just a bare chassis similar to the design of real world trains. This allows us to create multiple different shells that can be fitted over the chassis to allow for different themed train versions for different projects. With a lot of help from a custom wheel bogie script created by the Codemaster, the train has been tested and is now fully functional and complete bar a few bugs that need to be worked out.

Introducing: The Aether Systems MK3 Train.

The train is fully detailed to the same level as the tracks and features bus bar electrical connections that align with the station, as well as animated restraints with both a lap bar only and vest variant. The wheels feature full rotation and correct bug free articulation at any track angle across multiple rotation points. The train is capable of a greater articulation range than the Intamin rocket coaster style its based off of and can be used in a 3,5 and 7 car version depending on the scale of the coaster.

Moving on, this thread will include all of the projects we work on. The first of which is almost ready for release once the track sections can be fully animated. Plenty more information and project updates to come!

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