Hey all!
Just loaded into one of my parks earlier today, where I'm making a sort of "Pirates vs. the British Empire" theme (definitely not inspired by Pirates of the Caribbean). I had intentionally made sure that all my animated Redcoats Marching props in my giant fortress of DOOOM--uh, I mean the British Military--were staggered in their animation, so it looked like pseudo-random, uncoordinated patrols going around the walls. Except today, when I reloaded the park, they had all fallen into the same frame of the animation. So they all turned at the same time and took steps in perfect synchronization and generally looked like a big army of robots. Which, hey, is pretty cool if you want to make a giant block of soldiers marching perfectly in formation. But if you want them to be desynched, it's kind of a problem. As nearly as I can tell, in the current iteration of the game, when you pull an item out of the menu it starts at a random frame and keeps playing. But because the "current frame" data isn't included in the save file (I'm assuming that's why this happens), it auto-synchronizes everything.
With that story in mind, I wanted to ask if we could get some improvements to how animated props work. I have some things like a redcoat firing into an explosive barrel, but it took ages to get them synched by taking potluck on their starting frames and hoping they're close enough. Now they're desynched. Would it be possible to "link" animated props to get them synchronized, when you want them to be, and then to implement a delay on starting some of the linked animations, so as to make sure that the frames line up? Alternatively (and all things considered this may be the better option) could we get a slider bar or something similar to determine the frame of the animation on placement? And just to be clear--making sure that the current frame is included in the save file so that synchronization doesn't get messed up when reloading saves would be really nice. I'm assuming that that much, at least, is possible. If that functionality is a bug and not "intended" on the current build someone please let me know so I can go make a bug report too. [tongue]
Just loaded into one of my parks earlier today, where I'm making a sort of "Pirates vs. the British Empire" theme (definitely not inspired by Pirates of the Caribbean). I had intentionally made sure that all my animated Redcoats Marching props in my giant fortress of DOOOM--uh, I mean the British Military--were staggered in their animation, so it looked like pseudo-random, uncoordinated patrols going around the walls. Except today, when I reloaded the park, they had all fallen into the same frame of the animation. So they all turned at the same time and took steps in perfect synchronization and generally looked like a big army of robots. Which, hey, is pretty cool if you want to make a giant block of soldiers marching perfectly in formation. But if you want them to be desynched, it's kind of a problem. As nearly as I can tell, in the current iteration of the game, when you pull an item out of the menu it starts at a random frame and keeps playing. But because the "current frame" data isn't included in the save file (I'm assuming that's why this happens), it auto-synchronizes everything.
With that story in mind, I wanted to ask if we could get some improvements to how animated props work. I have some things like a redcoat firing into an explosive barrel, but it took ages to get them synched by taking potluck on their starting frames and hoping they're close enough. Now they're desynched. Would it be possible to "link" animated props to get them synchronized, when you want them to be, and then to implement a delay on starting some of the linked animations, so as to make sure that the frames line up? Alternatively (and all things considered this may be the better option) could we get a slider bar or something similar to determine the frame of the animation on placement? And just to be clear--making sure that the current frame is included in the save file so that synchronization doesn't get messed up when reloading saves would be really nice. I'm assuming that that much, at least, is possible. If that functionality is a bug and not "intended" on the current build someone please let me know so I can go make a bug report too. [tongue]
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