Allow animated pieces to be paused!

Hi Frontier, the addition of the new animation pieces are amazing for the game and allows for so much creativity. Since it is a triggerable item I was surprised to see we were unable to pause it similar to that of doors or other triggerable items. For example, using the 90 degrees rotator, it would be great if we could tell it to rotate 90 degrees, wait for a designated amount of time, and then return back.

The community have found ways to work around this by adding more animation pieces to counter the rotation however I think including this would be much more intuitive and user friendly for players to add this control allowing for even more creativity.

I can think of two ways this could possibly be added, either having more options in the drop down when selecting the motion, or to include a control window when the animation pieces is selected that by default is off but can have a value entered for time paused, (again similar to how the doors can be triggered).

I hope this is already in the works and you guys are simply waiting to reveal that its coming along with what I am sure is many other amazing features.

Thank you
MasterEngineer02
 
Hi Frontier, the addition of the new animation pieces are amazing for the game and allows for so much creativity. Since it is a triggerable item I was surprised to see we were unable to pause it similar to that of doors or other triggerable items. For example, using the 90 degrees rotator, it would be great if we could tell it to rotate 90 degrees, wait for a designated amount of time, and then return back.

The community have found ways to work around this by adding more animation pieces to counter the rotation however I think including this would be much more intuitive and user friendly for players to add this control allowing for even more creativity.

I can think of two ways this could possibly be added, either having more options in the drop down when selecting the motion, or to include a control window when the animation pieces is selected that by default is off but can have a value entered for time paused, (again similar to how the doors can be triggered).

I hope this is already in the works and you guys are simply waiting to reveal that its coming along with what I am sure is many other amazing features.

Thank you
MasterEngineer02
The pause option is an interesting new idea...
Different movement settings (move distances, rotation, speed) have been requested already.
If they would put some effort in this feature, it could become a really nice thing.
Actually it's extremely limited in usability.
 
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This would be good for railroad crossings as it would allow the barriers to drop, pause and then go back up when the train is passed. However, nothing in the game can be attached to the movement that will stop people from crossing the barriers for a set time. So people still walk across the track and get hit by a train.
 
This would be good for railroad crossings as it would allow the barriers to drop, pause and then go back up when the train is passed. However, nothing in the game can be attached to the movement that will stop people from crossing the barriers for a set time. So people still walk across the track and get hit by a train.
For railroad crossings they should deliver a real solution like triggerable railway sings and or railway barriers (both as working barriers while activated). Maybe as special track pieces...
 
For railroad crossings they should deliver a real solution like triggerable railway sings and or railway barriers (both as working barriers while activated). Maybe as special track pieces...
I agree. It won't happen though. It seems like a new game was promised but a another game on the old system was delivered. I amazed that people can walk through scenery and each other rather than the pieces having collisions turned on. Perhaps it will come in time. Like on a flume people can put their arms and legs through the track. So much more needed to make it work like it should do.
 
In PC1 we had TMTK gates that would lower and stay for a period of time but in 2 we don't have anything like that. And RCT3 has the Vodhin crossing signals with gates that work.
 
In pc1 all things had collision but collision was done in real time for every guest in the park at a speed of every game tick.
In patch 3 this was removed as it tanked the game for more then 100 guest in the park.
At the time of the collision nerf for patch 3 path barriers where given to players to allow control over your own game collision.
This still is how you control your collision your self for your own game performance balancing. In all of there cobra games.
 
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