NoLimits 2 Roller Coaster Simulation

NoLimits 2 Roller Coaster Simulation

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How to import and configure Gravity-Spin [Standard Users & Artists/Developers]
By Squishylemon
This will teach you how to import my GravitySpin Script into your NL2-Park, and also teach you how to replace its standard Model
   
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How to extract the parkfile
To start extracting you need to open the park, to do this navigate to the editor


Then click on File Open, Then navigate to Recently Subscribed



You should find a park called GravitySpinJBS, double click it to open the park.
Once you have done that, Click on File and then extract package and click ok for all of the popups






Once that is done navigate to file - File Open - File System
There should be a Folder called "GravitySpin (JBS Edit)", Double Click it, to open the newly extracted parkfile

Importing GravitySpin[JBS Edit] into your parkfile
To start importing GravitySpin Into your park we need to navitgate to your com.nolimitscoaster.nolimits2 folder, this can be found within your documents.


Open the folder called GravitySpin (JBS Edit) Copy the GravitySpin_JBSEDIT Folder to your new park folder


Now you can load into your park and begin Section 3 : Setting up your coaster
Setting up Your Coaster
This section assumes you have a coaster layout already created; if not, make it now before continuing.


Once you have your coaster ready if it is currently frozen (the track mesh is showing not just wireframe) then unfreeze it and edit the coasters properties


Now within the coaster properties, click the Trains Tab and set the number of trains to 0, then click Ok.


Now save your park.


Once you have saved your park, import the current coaster into your park via the Coaster Tab.


When you import the same coaster, it auto-selects the imported ride, so just open up the coaster properties and rename it to "ridename_track" (or anything else, it does not matter, it's just easier to remember which is which with "_track").

Now you want to freeze the coaster called "ridename_track" (the one you just renamed) and then select the other coaster within the park (if you have a park with multiple coasters, pick the one that has the same name as the one you imported). When you have the other coaster selected, make sure Hide Wireframe is selected.

Open the coaster properties for the coaster with the hidden wireframe and enter the number of trains for your rollercoaster, then click Ok (GravitySpin supports multiple trains with or without the spin seat!). 

Add Unlock and Lock Triggers to Your Coaster: Simply add two triggers with any name (I recommend UnlockSpin and LockSpin to make it easier to remember if you have a lot of triggers).

Now the coaster is ready to have the train scene objects added!
Placing & Configuring The Trains
Now that you have your roller coaster ready, open the scenery tab at the top of the screen and click the button called "Choose"

Navigate to 'GravitySpin_JBSEDIT\JBS_Coasters_Modern_Intiman'

Now you want to import these scene objects from the folder.

NOTE
1. They don't need to be neatly placed; it just looks better.
2. They will attach to the nearest train (if you have more than 1 train, duplicate the objects near each train).
NOTE

AMC = number of cars per train -2 (eg 10 cars in 1 train = spawn 8 cars)

SceneObject
Amount To Spawn
JBS-CAR_FRONT
1
JBS-CAR
AMC
JBS-CAR-SPINCAR
1
JBS-CAR-SPINSEAT
1
JBS-FRONT_WHEEL_ASSEMBLY
1
JBS-WHEEL_ASSEMBLY
AMC

Your end result should look something like the image below (you can have less or more cars depending on how many cars per train you have).

Now you want to double-click on each object other than the Spinseat and set its coaster to the non-frozen one (in other words, the one that is not named "ridename_track"). Also, make sure to change the car_num to the car position. You can also modify the colour of each object. If you're wondering why we are skipping the spinning seat, it's because I want to go over all of its configurations at once instead of one here and one there.

Once you have fully done that, we can configure the spinning seat. Double-click it to open its properties, and the table below should explain each option. You won't see an explanation for the colour, coaster, or car_num since you should already understand what those are!

Option Name
Definition
Spin Torque
This is how fast the spinning will be
Spin Drag
This is how fast the spin will slow down
Seat Weights
This is how heavy the seat is + how heavy the rider will be
Seats Vertical Offset
Leave this! (For Developers/Artists)
Seats ForwardOffset
Leave this! (For Developers/Artists)
Spin Lock/Unlock Triggers
These are the track triggers you place on the coaster to call the locking and unlocking
Locking Strength
This is how fast the locking will be, higher than 1 can be unrealistic

Once the spinning seat has been configured to your liking save the game and play!
Common Errors
The Error
How To Correct It
No Lock Spin Found!
You either forgot to add triggers to the coaster, or forgot to set the properties on the spinning seat
No Unlock Spin Found!
You either forgot to add triggers to the coaster, or forgot to set the properties on the spinning seat
How To Replace The Default Model Without Errors! [FOR DEVELOPERS/ARTISTS]
This is for the developers and artists that want to replace the JBS models with their own. To start with, download this file[github.com]. It contains only the scripts; once you do that, add them to your custom train folder within your park.

Make sure your model is directly in the middle of the grid, but just above it, as shown in the image below.

To make the cameras work with your model, add a cube in front of the seats. Make sure the names of the cubes are "Cam01" and "Cam02." The script allows up to 6 cameras; usually cameras 5 and 6 are used for hood povs.

If you want to have the harness open and close, just make the harness elements "Harness01" and "Harness02," ect. THIS MAY NOT WORK (THE HARNESS SCRIPT WAS DESIGNED SPECIFICALLY FOR THE JBS COASTER, BUT IT MAY STILL WORK)

To make your model work properly with this script, you will need to have the car and seats as 2 different models, e.g., Car.dae and Seats.dae. Once you have done so, reopen the seats. dae (just for clarity, it does not need to be called seats.dae or car.dae) You need to add (amount of seats) spheres to the model called "SeatBase01" or "SeatBase02." This script allows for up to four seats; for example, the JBS edit has two seats while the Mack Extreme Spinner has four. Place each sphere in the centre of the seat, keeping the y axis (vertical axis) as close to the red and green lines as possible, as shown in the image below. 

Now export the model to your parkfile ("or just where you need it, though you will need it in your parkfile eventually to set the NL2SCO model"), Now launch Nolimits2. Assuming you know how to setup a basic NL2SCO, let's skip to the script section. First of all, click add and set the location to the script's location. For reference, here's an image.
There should be another empty box with an add button next to the scripts box. Here's another image to show what I mean.

To do so, add some items to the "We need this" box by clicking "Add," and something similar to this should appear. 
Fill in the values with the images below (each image is a new script parameter).

Once you have done that, you will need to save and close the park file, then reopen it for the parameters to show.If you chose to add the harness and it does not work, edit the model and change the orientation, and if it still does not work, unfortunately the harness script is not compatible.