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Projektions flat/thrill rides

Post your Nolimits 2 scripts here! Also any discussion regarding scription for NoLimits Coaster 2 should be placed in this forum

Post November 8th, 2014, 6:51 pm
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Post December 27th, 2014, 2:20 pm

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Not really a flat or thrill ride, but hey it's something that can help add a little more realism to NL2: The sensors, station mechanisms and stations sounds for B&M coasters.
https://www.dropbox.com/s/g129pad5vqpxj ... M.rar?dl=0

This pack feature the sensors in the 3 standard positions that B&M usually use on their rides.
- Single vertical
- 2 horizontal inline
- 2 horizontal side by side

The Station mechanisms are cloured to a generic grey colour, to change the colour, either import the object into your preferred modeller and change it there, or use .NL2mat's

For the "clacking", you need to set down 9 triggers on the track and line each of them up with the wheel axles of each of the cars. 8 for the cars, 1 for the zero car (you'll kind of have to
guess where the zero car one should go for the floorless coaster). You will them have to name them Trig1, Trig2, Trig3, etc. from the back to the front. http://imgur.com/gsJ67nN
Once you have done that, Open sound.nlvm and in the line:

private static final String sCoastername = "Zeus";
(should be the 4th)

Change the name Zeus to the name of your coaster.
If all goes, a clacking sound should play as the train moves over them, both when exiting and entering the station.

side note: the script for the "clacking" is only compatible with trains of 8 cars in length (not including the zero car).

I'll admit, there's probably a much more efficient way of doing what I'm doing, but hey, it works.
Last edited by Projektion on December 27th, 2014, 2:36 pm, edited 1 time in total.

Post December 27th, 2014, 2:33 pm
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This is a fantastic development and thanks for sharing it with the community! It's awesome! :-) Making NL2 that bit more realistic. :)
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Post December 27th, 2014, 3:51 pm

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Does it work on all track types?
All hail your great Arrow Dynamics overlords.

Post December 27th, 2014, 4:01 pm

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CoasterGuy2000 wrote:
Does it work on all track types?

They can, but the station mechanisms and the "clacking" script were mainly made for a B&M coaster.

Post December 27th, 2014, 4:19 pm

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Ok, I just wanted to use the sound on a Wingrider.
All hail your great Arrow Dynamics overlords.

Post December 28th, 2014, 1:48 am

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can you release a coaster to demonstrate its effect?
Plantoris

Post December 28th, 2014, 8:57 am

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Done, It's now on the exchange:
http://www.coastercrazy.com/20632/BM-Addon-Pack

I also added in an on ride camera.

It's a bit fiddly to set everything up, but it should be worth it.

Post December 31st, 2014, 8:40 pm
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Post December 31st, 2014, 9:05 pm

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Post December 31st, 2014, 9:07 pm
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Post January 1st, 2015, 1:00 pm

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A new flat ride that I've been working on, the S&S Sky Swat. The one in the download is based on the (only) one at Thorpe park.

This flat ride comes pre packaged with the music and announcements that play during Slammer's Real Life operation, if you want to turn these off, Open SkySwat.nlvm and find the line:

private int music = 1; //Change this value to turn the music on or off (1 = 0n, 0 = off)
(should be the 11th)
And change the 1 value to a 0.

This ride is also Ridable, just walk up to it and push E and you will get in

Image



Download
http://www.coastercrazy.com/20644/SS-Sky-Swat-Flat-Ride
Last edited by Projektion on January 1st, 2015, 2:06 pm, edited 1 time in total.

Post January 1st, 2015, 1:55 pm
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I loved Catapult at SFNE. I wish it was still there it was the only one in the US. :cry:
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Post January 1st, 2015, 2:05 pm

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Post January 1st, 2015, 2:25 pm

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That's so cool man. Awesome stuff!
CoasterJed...Coasting for a while...

Post January 1st, 2015, 11:01 pm
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Post January 2nd, 2015, 3:39 am
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Post January 3rd, 2015, 4:33 pm

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I have a question about the onride camera - how do you set it up with the script? I'm not very good at scripting, unfortunately :)

Post January 3rd, 2015, 4:41 pm

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^You set down the camera object, then create a trigger on the track named "Camera", then you open the file Camera.nlvm with any text editor (notepad will do), and change the line

private static final String sCoastername = "BM Addon Test"
(should be the 4th line)
by replacing BM Addon Test with the name of your coaster.

Post January 3rd, 2015, 4:49 pm

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Post January 3rd, 2015, 4:56 pm

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Ignore that. Download the add-on pack again, it has a greatly simplified way of adding the camera. Just place down the camera and create a trigger named "Camera". As long as the camera object is within 20 meters of the track, it will work and you won't have to fiddle around with any scripts.
Last edited by Projektion on January 3rd, 2015, 5:03 pm, edited 1 time in total.

Post January 3rd, 2015, 5:02 pm

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Post January 4th, 2015, 11:46 am
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Post January 5th, 2015, 7:49 pm

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Sky Swat should be the king of thrill! Just keep that status. This time, props to Projektion's too! :D
-- I was happy to be with NL1 - [:')] --

Post January 5th, 2015, 8:01 pm

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I'm currently working on a new thing/flat ride, an "Intamin Drop Tower Contruction Kit".
I plan to release a pack with 4 different towers with each configuration of drop tower (3, 4, 5, 6 drop tracks) and each of the gondolas (standing, sitting, floorless) so then you can set up the tower how you feel fit by adding which gondolas you want and whether they tilt or not. Hopefully without having to edit the script at all (a side for setting the height of the tower).

Here's the first object, the 6 drop track tower:
Image

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