Board index Roller Coaster Games Hard Hat Area Script: Drop Track

Script: Drop Track

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Post January 20th, 2014, 4:12 pm

Posts: 151
Points on hand: 374.00 Points
Location: Virginia, USA
I've seen a lot of people asking for this one, is anybody already working on it?

I managed to finish a coaster and learn the interface (somewhat, not a pro yet), so I thought I'd turn towards the scripting side and try creating a drop track module. It may take me a while, I haven't even look at the scripting portion to try and figure it out, and I have a lot on my plate this month already.

Just wanted to announce that I'm going to be working on one so non-scripters can stop fretting over it.

Post January 20th, 2014, 8:51 pm

Posts: 151
Points on hand: 374.00 Points
Location: Virginia, USA
Well that didn't take long.

Short Answer: It doesn't seem to be possible. Your best bet is to nag the Dev team to implement it.

Long Answer: It doesn't seem to be possible in such a way that people can plug it into their coaster and use it with minimal editing. I have other ideas on how I could do it, but it would require a lot of custom code for each coaster. Not something you could release into the wild and the let the masses have their way with it.

I haven't given up on this, but I'm pushing it to the back burner to simmer and think about.

Post January 20th, 2014, 9:27 pm
TTD03 User avatar
True Addicts
True Addicts

Posts: 7306
Points on hand: 738.00 Points
Bank: 111,265.11 Points
I remember on NLE, Phyter posted that this would not be possible until a future update.
If I can find the post I'll link it here.

Post January 20th, 2014, 9:51 pm

Posts: 151
Points on hand: 374.00 Points
Location: Virginia, USA
Originally posted by TTD03

I remember on NLE, Phyter posted that this would not be possible until a future update.
If I can find the post I'll link it here.


Yeah, vertical transfer tables would make this very easy. Then all you need to do is script the soft landing at the bottom, which could be a one-size-fits-most script.

I'd expect this to be built in, sooner rather than later since it isn't that much different than what we can already do.

Post January 20th, 2014, 10:00 pm

Posts: 305
Points on hand: 2,204.00 Points
Location: Eatontown, New Jersey, USA
I think its pretty ridiculous that the game didn't ship with vertical transfer tracks. So many rides today use elevator lifts today.
Image

Post January 20th, 2014, 10:25 pm

Posts: 2892
Points on hand: 9,697.00 Points
Location: Philadelphia, Pennsylvania
It also didn't ship with B&M Wingriders and those have been around since 2011. Give them a break. It'll be updated in the future.

Post January 21st, 2014, 11:26 am

Posts: 177
Points on hand: 2,232.00 Points
The only way you can emulate them is with the suspended coaster, like it did here:

[youtube]vxbYnBtYBgk[/youtube]

Post January 21st, 2014, 1:20 pm

Posts: 151
Points on hand: 374.00 Points
Location: Virginia, USA
Originally posted by KingRCT 3

The only way you can emulate them is with the suspended coaster, like it did here:



Thinking outside the box, I like it. I did it too, but there were too many little niggling details that take away from it to make that viable unless you were just desperate to create a drop track coaster, IMHO.

Post January 21st, 2014, 6:31 pm

Posts: 143
Points on hand: 457.00 Points
Location: Indianapolis, USA


Post January 21st, 2014, 6:38 pm

Posts: 151
Points on hand: 374.00 Points
Location: Virginia, USA
Create a transfer table and rotate it 90 degrees around the track directions axis.

It works for suspended because the cars will hang down even though the track is angled 90 degrees. Other tracks would require the cars to be sideways. You have to lock the swinging before it goes onto the transfer table or it will get ugly when the track drops.


Return to Hard Hat Area

 


  • Related topics
    Replies
    Views
    Last post
cron