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The Official Scripting Ask Thread
Scripting

Cheers. Don't know how I didn't figure that out but it's working fine now!

Another question: I cannot find separate methods for the chain drop segment action. Moving the chain and stopping it when the train is past the trigger, doesn't help because the train still falls immediately. It's actually the last piece to the entire block scirpt now. :p

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2018
Theme Park Discussion

Went on a long coaster trip over the past week and was at Cedar Point during the power outage that was all over the news. I can't believe that turned into such a big deal! People who knew I was at CP were blowing me up to find out if I was ok. :D Anyway, I got some footage of folks being led off the MCBR of Gatekeeper as well as a full MF train moving slowly - seemed to be manually - up the lift after it had been stuck for about an hour.

Also made a video of my thoughts on SV if anyone is interested. The ride is insane, obviously, but I personally felt it was almost too much. Can't imagine what it will be like when it breaks in and heats up. I actually had way more fun at Kings Island marathoning on Diamondback later in the week.

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The Official 3D Modeling Thread (Ask, Showcase, etc.)
Imagineers

Hello! You guys are mega talented, and I would like to know if somebody could make me a Schwarzkopf Wildcat style train. They look like a car, and there are two seats in the front and two in the back. There is only one lap bar per row. I also need this to fit on the Gerstlauer Eurofighter track. I'm not sure if this is the place to ask, so I apologize if it is not. Thank you in advance!

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The Official Scripting Ask Thread
Scripting

I just can't figure this problem out. I'm creating a block script for my roller coaster. After the station, there's a transfer section, on which the train has a complete stop. In real life, this is about 30 seconds for a "on ride pre-show". For testing purposes (I'm not gonna wait half a minute each time), I set the complete stop in the coaster settings to 3 seconds. Unfortunately, the train only stops for a frame and then continues again.

The variable waitUntil is the current simulation time plus the wait time the brake is configured to. For debugging purposes, I have added a console log line, which outputs the current simulation time, the configured brake time and the two added together. When leaving the block, I have another output which shows the time it leaves the block.

As you can see, the train leaves the block immediately after coming to a stop. The console log "Waiting" is only displayed once, so it's leaving the block after just one frame.

I just can't figure out where it goes wrong. Line 435 is clear. The current simulation time needs to be greater or equal to the waitUntil variable (sim time when entering the block + brake time), which isn't the case when it leaves the block so early.

Does anyone know where I went wrong?

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I Have a few questions about downloading rides.
NoLimits Coaster
  1. If you download a non-Steam ride it should go to your com.nolimitscoaster.nolimits2 folder in your Documents folder. Both Steam and standalone versions of NoLimits 2 create and use this folder as the default location for parks you create. Steam version has extra functions to integrate with Steam Workshop and list parks you've downloaded from Steam in a separate folder.
  2. n/a

-Ride_Op

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