So, we already know that PC2 has us leaps and bounds ahead of what we had in PC1 in terms of attaching things to things, between the ability to add objects to rides and what seems to be the ability to bind groups to movement objects. We've not seen much of the latter yet, only a brief look at them when a few creators dissected some blueprints, and I'm really looking forward to getting an idea of what the limits of those are.
At this stage, I am somewhat assuming their implementation is going to be limited, most likely to rotation - but all this very much lays the groundwork for something further beyond.
What I am envisioning is essentially a track ride with a null car, utilizing the track ride building interface (although with hopefully a smaller scale for part length) that could be used to define pathing for scenery objects to move on. The car would essentially be invisible and just exist to be an attachment point (although the track should be visually represented still, the existing animatronic rail would be fine for the look thereof) .
I think there are a lot of applications for this, both for creating triggerable scenery elements and for making things like parades and shows (although would like to see these actually implemented at some stage). I can already see people sinking rides into the ground to achieve similar aims, but given that a lot of the components are already more or less implemented in some form I think it makes sense to provide a formal system for this that will allow more fine control.
At this stage, I am somewhat assuming their implementation is going to be limited, most likely to rotation - but all this very much lays the groundwork for something further beyond.
What I am envisioning is essentially a track ride with a null car, utilizing the track ride building interface (although with hopefully a smaller scale for part length) that could be used to define pathing for scenery objects to move on. The car would essentially be invisible and just exist to be an attachment point (although the track should be visually represented still, the existing animatronic rail would be fine for the look thereof) .
I think there are a lot of applications for this, both for creating triggerable scenery elements and for making things like parades and shows (although would like to see these actually implemented at some stage). I can already see people sinking rides into the ground to achieve similar aims, but given that a lot of the components are already more or less implemented in some form I think it makes sense to provide a formal system for this that will allow more fine control.
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