I killed the park inspector
Mar 11, 2013, 06:48 PM
I was on vacation when I did this and I was a dummy and didn't take pictures.
sorry.
sorry.
Mar 12, 2013, 07:26 AM
(This post was last modified: Mar 12, 2013, 09:38 AM by FlightToAtlantis.)
(Mar 10, 2013, 04:57 PM)Ness64 Wrote: Naming a peep "Ghost Town" prevents all peep generation. Including the park inspector.
I just opened a sandbox park. As is standard, the park inspector comes with the park. I allowed about thirty guests to enter the park while putting one aside where they couldn't escape and re-naming the captive guest Ghost Town after which no new guests arrived. Immediately about half the guests left the park. I reduced the default path that comes with the park so there were only about four tiles left. The remaining guests and the park inspector simply walked in circles between the two tiles remaining within the park. I closed the park. Immediately the remaining guests left. I continued watching for ten minutes. The park inspector remained as did the captive guest.
A description of the Ghost Town cheat reads: “New guests not allowed to enter – current guests may leave if desired.†I'm afraid that's all that happened when I tried it.
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(Mar 11, 2013, 06:29 PM)rccoa coasters Wrote: nope.
he's gone.
I can recall while building my new parks that even when there are no staff a particular staff type can still be enabled to display in the staff list, e.g. if I have not yet placed janitors and want to be sure I haven't inadvertently placed any, even if there aren't any in the park I can set the staff list to display only janitors even though after doing this the top half of the list remains empty and shows no janitors - handy to know before setting patrol areas that one hasn't got maverick staff running amok around the park.
Perhaps you could pull up the staff menu, disable showing all the staff, enable showing the park inspector and take a screenshot of the staff list with no park inspector showing in the top end of that list.
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