Seeing what you can do on your Taron and other Phantasialand rides recreations makes me want to see more on this project! :D
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There's this one by Füchschen that I used in a previous project and like a lot
Mr_Sophistication posted on April 28th, 2018
Looking good, is the station made out of supports?
No, but a few years ago. Not with my httyd project but many other little old projects.
Can anyone help me by realistic waterfalls scripts? I want make few waterfalls at Q-line and in an Canyon.
teejaysyke posted on April 28th, 2018
My favorite movies EVER. Only thing that would make those trains better is if you could put Toothless' bright green eyes on the lead car
That's a great idea but i don't know how. But I try this ;)
It has been a long time since I posted something but now I want to show you what I am working on:

Hey Harris, glad you can finally use the program! That's a pretty neat little layout, definitely managed to capture the style.
Hello NoLimits Central! My name is Harris and I've been waiting for the Mac version of NL2 to be released for quite some time. I'm new to the program, though I did use NL1 for a while back in the day, but never got good enough at it to build coasters I was satisfied with.
My first coaster in NL2 is a medium-sized Gravity Group woodie. It's inspired by similar rides like Timber in France and Twister in Sweden, hence the incredibly creative title Timber Twister. I think it turned out a tiny bit too long for its height and speed, as the pacing and airtime are a little crappy on the last few hills, but I'm overall very happy with it for my first coaster. Any criticisms or suggestions anyone has are welcome, and downloads and reviews would of course be appreciated. Here's a couple pictures:


Now a few questions I have:
1. For some reason, my transfer track has two "left" options and no "right" options. The thing functions normally, but the mislabeling bugs me. Why is this happening/how do I fit it?

2. Is there any way to change the camera FOV in the simulator? It's easy enough in the editor but I can't find an option to change it for the rest of the program.
3. My next project is probably going to be an old-school Arrow looper. Any tips on how to get that style of shaping to look right? The editor seems like it's almost too good for Arrow; it's hard to make sharp corners and perfectly circular turns.
Thanks guys!
Harris
Call in the troops
Here's a scoop for you and your group
There's a list around town
And its not full of poop
Coasters in the suit
Roundup 221 fruit
Brain might turn to soup
Or you might puke
Roundups are all about your creations. You make things and we show them off, it's that simple!
-Ride_Op
I'd love to see those as permanent versions in theme parks. They're so much fun
which 0g were you talking about? Here's POV of the adjusted layout:
^ Looks like RMC White Cyclone.
^^Is this a makeover of an existing layout or completely from scratch? Or will I find out soon?
I just updated my Copperhead Strike prediction to have a tunnel on the second launch and spinning trains. After making this I have warmed up more to the idea that it might be a spinner, (if it is even the correct layout) because I am a fan of the idea of it being a different experience every time I ride it.
^Working now, Thanks!
It could be this one coming to Tivoli Gardens: http://mondialrides.com/used/all/shake
From the text I guess that you have added the onTrain... methods directly in your script class, what's important is that you explicitly declare that this class does so (and that's as far as I know the whole point of Java's / NLVM's interfaces).
If you do that with your script:
import com.nolimitscoaster.*;
public class MyScriptWithTriggers extends Script implements TrackTriggerListener{
//not sure if you already used the implements clause for your script
//...
public void onTrainEntering(TrackTrigger trigger, Train train){
//...
}
public void onTrainLeaving(TrackTrigger trigger, Train train){
//...
}
public bool onInit(){
c = sim.getCoasterAt(0);
triggerOn = c.getTrackTrigger("LightOn");
triggerOff = c.getTrackTrigger("LightOff");
//here's the difference
triggerOn.addTrackTriggerListener(this);
triggerOff.addTrackTriggerListener(this);
return true;
}
}
As far as I know the whole point of Java's / NLVM's interfaces is to have an explicit way to declare which methods are guaranteed in a class to be existing and callbacks like that are a important way for this.
Oh Ok so There's A Mondial shake opening at Tivoli gardens in a few days so that's hella cool. Also I was at the Berlin Spring Festival in Tegel last month and they had a Tagada. I didn't get around to ride it but some of my friends did and apparently 2 drunk ladies fell off and hang onto the railing. And if that wasn't enough they also had a booster there which recently had a big accident with a gondola falling off. Another friend who travelled to the fair too recognized the staff and everything.
I've checked that the right coaster is loaded into c (Coaster), and double checked that the trigger name in the script matches that in the Trigger Settings dialogue. I'm not getting any error from the assignment, though the two listener variables appear to be null after running the following code.
public bool onInit() {
c = sim.getCoasterAt(0);
triggerOn = c.getTrackTrigger("LightOn");
triggerOff = c.getTrackTrigger("LightOff");
triggerOn.addTrackTriggerListener(listenerOn);
triggerOff.addTrackTriggerListener(listenerOff);
return true;
}
edit: the trigger variables return an address when printed, the listeners return null.
I'll take a look when I first visit this year, but I can't promise it'll be soon.
In any case pretty darn pumped to have a coaster of this magnitude opening at my home park, last notable addition (Leviathan) was back in 2012.