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coasterlover420

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Everything posted by coasterlover420

  1. Might as well throw my multi-move scripts up on here [youtu_be]http://youtu.be/MuU2dkh7w54[/youtu_be] [youtu_be]http://youtu.be/L8Widd1txLw[/youtu_be]
  2. Make sure if you have two stations (load and unload) the second one is unload only. If you are getting an error for two trains on one block, you may have a brake section that begins too late or is not strong enough.
  3. ^Are you referring to using a block script, or you mean this is happening in the NL default block mode?
  4. ^Technically no, but there is a scene object representing water that you can place wherever you want.
  5. ^If you mean a splash i.e. Diamondback or Griffon, there is a folder in the scenery index called "Splash" and the effect is in there along with the trenches.
  6. Looks like you implemented a lot from my tutorial. How did it help?? However, I don't think this script works well with the coaster layout. The first time I opened the coaster, the randomizer sent each train to the right side, which meant since there are only 3 blocks on that side, the trains were sitting and waiting for a very long time. I'd take the random out of it unless you have the trains converge BEFORE the final brake run so that each side can run smoothly no matter what.
  7. ^^This is not possible as of yet. ^Depending on where you are trying to save the element, you may not have proper permissions. Try saving in your com.nolimitscoaster.nolimits2 folder
  8. Can you please post your script in its entirety again? It's hard to find anything with a tiny little bit of a script, as it appears you don't even have a STATE_ROTATION in your onNextFrame...also, where did this variable "stater" come from?
  9. Try defining the vector separately (in the appropriate places) private Vector3f vectorName = new Vector3f(0,0,0); private Vector3f vectorName2 = new Vector3f(0,0,0); ... vectorName = Vector3f(0,time2,0); vectorName2 = Vector3f(0,0-time2,0); ... sco1.setRotation(vectorName); sco2.setRotation(vectorName2); etc...
  10. Whatever your element is must be stated before. For example, if it is named "whatever" it must be: whatever.setRotation(0,1.501,0); If you want accuracy, call the math function at the beginning of your script: import nlvm.lang.Math and you can use (0,pi/2,0);
  11. ^^ no sim. just getParentEntityId() What's easier is you can just leave out the string entirely: sco = sim.getSceneObjectForEntityId(getParentEntityId()) that's all you need.
  12. For anyone interested, I have completed a block script implementing the Intamin multi-move on the coaster Maverick. I've written a tutorial about how I did it and I've also included the script itself. Enjoy! Script Tutorial.doc Tutorial BlockScript.txt Maverick multi-move script
  13. Be sure that in the block before the main brake run, you are defining that the main brake block is "approaching" otherwise it will stay in the "free" state the entire time. That seems to be what would be causing it. Can you post the block previous to this one (lift possibly?) if the problem persists?
  14. ^You were correct! [youtu_be]http://youtu.be/wCF_BP5RYTA[/youtu_be]
  15. You should do the scenery the way it was in the promos and add the heartline roll too
  16. If anyone can help, I have no experience with fixing null pointer exceptions and I have no idea what is causing this: Exception: NullPointerException at private void BlockScript.processLift() in line 1614 at public void BlockScript.onNextFrame(float) at public final void com.nolimitscoaster.Script.run() I've written two codes for the same coaster that are practically identical, yet one works while the other doesn't. I have the setup to the script ( public bool onInit() ) basically exactly the same between the two. Is there something that causes this to happen? The error says it's occuring during .onNextFrame and mine looks something like this: public void onNextFrame(float tick) { if (mode != FULL_MANUAL_MODE) { processLift(); processCoasting1(); processCoasting2(); processWaiting(); processPre2(); processPre1(); processStation2(); processStation1(); processTransfer(); } etc...... } All of the variables used in the processes are defined, I've triple checked that. What's odd is when I change the order in .onNextFrame, the error changes to this: Exception: NullPointerException at private void BlockScript.processCoasting1()in line 1678 at public void BlockScript.onNextFrame(float) at public final void com.nolimitscoaster.Script.run() ...which leads me to believe it is a problem with the initialization rather than with the processes...but I've triple checked the entire beginning of the code and everything matches with several codes I've written that work perfectly fine. Am I missing something? Is this a problem with the processes? I can't find any reason anything would end up null. All of the block names return true, the special track returns true, the coaster returns true, "private static bool checkAndSetInitialBlockState" returns true... If anyone can help I'd appreciate it greatly!
  17. ^I don't believe so. Transfer track isn't actually a segment "type," it's its own separate entity called a "switch" that you can attach track to. Same with the other switches.
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