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Wild! Are Sideways Station Tiles Possible in RCT3?

#1
Is there a cheat, options.txt flag, or some CS that will give me a station entrance that's sideways in the game instead of straight through?

Let's look at the station exit. Right now when the ride is finished the guests walk along the station, turn and go down the steps, past the station exit and continue off the station exit tile onto a path tile while walking in the same direction onto the regular path tile as the direction in which they walked down the steps and through the ride exit station. As we know they can change direction once they get off the station exit tile and onto a regular path tile.

I want them to change direction while still on the station exit (or entrance) tile. What I'd like is a station exit tile where the guests leave the exit station tile left or right instead of the same direction they walked down the steps, or for them to enter the station entrance tile from the left or right rather than from straight on.

I would like this sideways capability on both the station entrance and station exit and am wondering if someone could tell me if this is possible.
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#2
Can you like, draw a diagram or something?
[Image: AMUDExV.png]
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#3
I think he means diagonal?
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#4
Here is the diagram we need:

[Image: l41e.jpg]

“A” and “B” both show arrows representing the direction of travel for park guests. Let’s assume that if the arrow is not on the station platform then the direction arrow represents guest movement on a queue square or a path square.

"A” represents the configuration that comes with RCT3 when it’s installed.

“B” is the configuration I would like to have.

Although I’ve used an entry station in this example I would like the station entrances and exits to both work like this. In order to understand the guest travel configuration I need in the station exits, simply reverse the directions of all the arrows.
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#5
That would make my station so much better!! But I don't know how.
User Thread: https://forums.rctgo.com/thread-23653-po...#pid133975
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#6
You can't, but to fix it, make a four-tile-in-width station, so that the queue side is two tiles wide, the track is one, and the exit is one. Make fences and things just like it is in real life, but make the queue line go straight into the entrance. Make the entrance building thing invisible. The guests will have to be submerged in the concrete floor to get on the ride, because the queue line goes up steps to get on the ride. But when you take shots of the station, put invisible paths around the entire queue and exit area and pick up and drop the guests as if they were standing in line.

I don't know if this makes any sense to you, but I have a picture of what it would look like.

[Image: DzxeFld.jpg]
[Image: AMUDExV.png]
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#7
Now that I know sideways entry into the station tile can’t be done I’ve gone ahead and built the queue stairs and nearly completed the station to Viper One in Marina Towers Park and Spa Resort – just some fine tuning left to do.

[Image: ejc2.jpg]

As suggested in my previous diagram what I wanted was a pathway that would go directly up the side of the station wall directly into the side of the station tile. With the queue path sketched in with regular queue it was just too out there but now I've completed the queue path scenery and the standard queue path is replaced with invisible queue it looks O.K with the queue path cantilevered out the long way around.
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#8
Wow, that is quite a station you got there. Next time I would recommend a more traditional layout, like the one I posted, but for now, it seems like you got it under control.

One suggestion though, use invisible doodads to get rid of that ugly default entrance. I don't even know why they make you have one if the ride is free to go on.
[Image: AMUDExV.png]
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#9
I did a bit more work on the station area today. Put in some more tiling, sorted the roof to the Food Court & Arcade stores area and built a new entrance for Viper One.

[Image: 7o10.jpg]

I agree, that generic entrance had to go.
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