some things i discovered in update 2.3

i just noticed something, i was playing around a little bit with some scenery and discovered that the cannon in now animated aswell as the gun fountain top.
maybe is missed it in the first place but it looks nice :)
 
that is relatively new to the Alpha 2 build. They where not animated in the first Alpha Build. I really like them animated, but would prefer some non-animated cannons as scenery objects. though the Gun Fountain top is pretty cool. at least to me.

Happy Building...
 
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I went off on a bit of an "old man yells at cloud" ramble about the animated cannons in the suggestions forum some weeks back. It's not that I object to them animating, I don't, but I'd like it to be optional. Animated items like that make good sense for some rides, but little sense as scenery objects placed around a park areas, so I dearly hope a lot of these animated items have a little toggle to keep them static, or have standalone static model variants.
 
I went off on a bit of an "old man yells at cloud" ramble about the animated cannons in the suggestions forum some weeks back. It's not that I object to them animating, I don't, but I'd like it to be optional. Animated items like that make good sense for some rides, but little sense as scenery objects placed around a park areas, so I dearly hope a lot of these animated items have a little toggle to keep them static, or have standalone static model variants.

I totally agree with you. Please give us that possibility
 
All objects that are anything more than a static lump (foliage, rocks, etc.) should have control options. Cannons, as you mention. Lights, set pieces (pirate band as an example). For animatronics, we should be able to turn off animation, control the frequency that it animates, triggering conditions, etc. For lights, the brightness, hue, throw, edge (sharp, fuzzy, fade-out), maybe even shape of lighted area (round, square). For the eventual, inevitable placeable park speakers: the sound file - including PC-provided sounds, the volume, other speakers in the group, trigger (for sound effects), frequency, duration (how often, how long) and with park announcements - "try this new ride; child found; missing, etc."

And a park effects control panel so we don't have to walk the entire park to make changes to these controls. But that would require a park map generator, I would imagine... My want list seems to be growing exponentially - apologies .

Robert
 
Being able to disable some object animations might also prove beneficial for gameplay too as it potentially gives the CPU fewer animations to think about. Really though, for me it comes down to the point that if I want to make a desolate pirate village I don't want phantom cannons firing off magically by themselves everywhere around that zone of my park. It doesn't make much sense, and beyond that it is actually pretty rare to see exterior animatronics in real parks as it is as.

I'd love this to apply to the animated cannon porthole wall objects too. A static option/version of those where the cannon is sticking out of the porthole but not firing would be really welcome (and even one with the porthole closed).

Think about Adventureland at Disney, there are various objects like cannons scattered around to help the area feel thematically dense near the Pirates of the Caribbean ride, but they're not animatronics as 1) it'd be a maintenance nightmare, and 2) quite frankly the sound of them going off every thirty seconds or so would drive people crazy. ON the ride it is a different matter altogether.
 
i just noticed something, i was playing around a little bit with some scenery and discovered that the cannon in now animated aswell as the gun fountain top.
maybe is missed it in the first place but it looks nice :)

These were animated back in Alpha 2.0

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All objects that are anything more than a static lump (foliage, rocks, etc.) should have control options. Cannons, as you mention. Lights, set pieces (pirate band as an example). For animatronics, we should be able to turn off animation, control the frequency that it animates, triggering conditions, etc. For lights, the brightness, hue, throw, edge (sharp, fuzzy, fade-out), maybe even shape of lighted area (round, square). For the eventual, inevitable placeable park speakers: the sound file - including PC-provided sounds, the volume, other speakers in the group, trigger (for sound effects), frequency, duration (how often, how long) and with park announcements - "try this new ride; child found; missing, etc."

And a park effects control panel so we don't have to walk the entire park to make changes to these controls. But that would require a park map generator, I would imagine... My want list seems to be growing exponentially - apologies .

Robert

This is a very good suggestion, in an A1 park I had a load of the free standing cannons as scenary in my pirate area, as soon as the A2 update came it, they all started firing, point blank into guests' faces!! Oh the health and safety forms I had to fill in.... [sad]
 
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