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Help for brake.

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Post January 24th, 2014, 10:11 am

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Hi,

I first building coaster The "Screamin" Demon old Kind Island.

Firston station launch to go down to loop to up to straight to end then how do with brake or transport?? --> 5 or 7 mins waiting then revene launch back to station.

And

Almost same Everest Expention. When coaster around then lift up to end brake stop on end need few mins waiting then switch track then back go down...

Help me

Lyle

Post January 24th, 2014, 10:32 am
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Post January 24th, 2014, 12:41 pm

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I hate to be a downer, but you can probably give up on this idea. The more I dig into scripting, the more work it involves. See my review of the coaster TTD linked to see why it works. It's basically the coaster from Script Park with the vertices in different locations and a different coaster type. He didn't actually make a scripted coaster, he changed one.

I'm going to make a post after I do some more playing around to make sure I understand completely, but if it turns out I'm right, most users looking for scripts are not going to be happy when they read what I have to say.

Post January 24th, 2014, 7:25 pm

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Post January 25th, 2014, 9:30 am

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Location: Indianapolis, USA

Ok Let me show you my screen here. How do work with reverse launch?

Image

Lyle

Post January 25th, 2014, 10:43 am

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You have 2 options. One is easy, but probably not what you are looking for, one will require several a decent amount of scripting.

1) Set the braking zone at the end to completely stop the train and hold it for 7 seconds. You will need to have that end of track going up at an angle so that gravity will pull it back off the end through the course back to the station.

2) Scripting. As I've mentioned several times since yesterday is not easy. You need to put the coaster in Scripted mode. Then you need to code it do this.
- Check to see if train is ready to leave station
- If ready turn the station brakes off, set station transports to reverse, and turn transports on.
- If not ready, keep checking until it is.
- Check to see if train is approaching end brake.
- If not keep checking until it is.
- If yes, set brake transports to forward, and turn transports on
- If train past brake trigger turn brakes on.
- Turn transports off
- When train is stopped, wait 7 seconds.
- Set transports to reverse
- Turn transports on.
- Release brakes.
- Check to see if train is approaching station.
- If not keep checking until it is.
- If yes, set brake transports to forward, and turn transports on
- If train past brake trigger turn brakes on.
- Hand station off to internal station handler.


Post January 25th, 2014, 11:35 am

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Post January 25th, 2014, 1:43 pm

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Location: Virginia, USA
- Raise the last vertex of your coaster a bit so that parts slopes down.
- Turn off the transports on the brake run you have at the end.
- On that same brake section make it bring the train to a complete stop, and set wait time to 7 seconds.

That's the best you are going to get without scripting.

Post January 25th, 2014, 1:59 pm
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Agreed, I think despite all the efforts the NL Team did to make it as easy as possible for 2.0 release, it still needs work, like being able to have a scripted track with automatic blocking, which Ole mentioned at some point he will do.


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