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The Official Scripting Ask Thread
Scripting

bestdani posted on April 24th, 2018

You have to bring your coaster to the scripted operation mode first, there's a helper package in the script park of NL2 for doing that with just little effort and the scripted coaster in this park is a good example / template for modifying the script for your own usage.

After it runs in scripted operation mode you can start to control your brake and lift sections using own conditions. Have a look at the Scripting API reference for what options you have to control the sections.

To get control of the sections you have to query them from the coaster object like it is done for the special tracks in the example script park coaster script.

Then you basically just have some simple if conditions for controlling the sections, like

//pseudo code

if (blockIsOccupied){
    trimBrakeSection.setBrakesOn();
}

if(trainIsAtLiftTop){
    liftSection.setLiftFwdIdleOn();
}

You can use the "internal triggers" of the sections (also look in the API for the options you have) straight forward like that or you can use track tirggers, which require to use callbacks in your script. There are other example scripts delivered with NL2 that show you how to use it if you need that instead.

Thank you! Yeah, I've started to modify the Cursing Mommy script to run my coaster in a way similar to the default full circuit mode, and then I'll try to screw with the custom stuff.

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2018
Theme Park Discussion

That first airtime hill that pulls back inward looks absolutely bonkers, even in the front seat. I can't even begin to image what the airtime will be like in the back :)

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2018
Theme Park Discussion

Dat ridiculous twisting off-axis air hill thing that comes after the ridiculous dive loop thing after the ridiculous first drop.

Will there be complimentary cigarettes passed out post-ride? Because it looks like everyone's going to need one.

Holy crap.

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The Official Scripting Ask Thread
Scripting

You have to bring your coaster to the scripted operation mode first, there's a helper package in the script park of NL2 for doing that with just little effort and the scripted coaster in this park is a good example / template for modifying the script for your own usage.

After it runs in scripted operation mode you can start to control your brake and lift sections using own conditions. Have a look at the Scripting API reference for what options you have to control the sections.

To get control of the sections you have to query them from the coaster object like it is done for the special tracks in the example script park coaster script.

Then you basically just have some simple if conditions for controlling the sections, like

//pseudo code

if (blockIsOccupied){
    trimBrakeSection.setBrakesOn();
}

if(trainIsAtLiftTop){
    liftSection.setLiftFwdIdleOn();
}

You can use the "internal triggers" of the sections (also look in the API for the options you have) straight forward like that or you can use track tirggers, which require to use callbacks in your script. There are other example scripts delivered with NL2 that show you how to use it if you need that instead.

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The NoLimits 2 Mega Resource Thread - Guides, Tools, Scripts
NoLimits Coaster

quangmatthew posted on January 28th, 2018

Lcucu3 posted on January 4th, 2018

Here is TheCodeMaster's Intamin LSM Kit - I don't think anyone has supplied it yet.

https://www.dropbox.com/home?preview=TCM+Modern+Intamin+LSM.zip

Also, does anyone recall where the custom sounds were located? I can't remember where I saw them.

Anyone else having an issue trying to download this?

Yh same

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