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RCT3 Lost Staff?

#1
I made a sandbox scenario, placed a small water trough (kinda like a moat) as I wanted the park to be water themed, I then put rides around the inside, then a path around the inside of this. When placing staff, they've all suddenly started to become lost. Even if I fire and then hire new staff, after 30 seconds or so they all stop walking and become 'lost'. I can't figure out why? When I start up the scenario, they move fine, and after 30 seconds or so they all stop moving. Anyone have any ideas? I put a lot of effort into making what I have so I don't want to have to start over. Frown
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#2
Do your staff stay permanently lost or do they attend to their duties when needed, e.g., are the mechanics lost until a ride needs inspection, then they inspect the ride, then they’re lost again? Are all of your staff lost, every one or only certain types of staff or only staff in a particular area? What happens if you lift a staff member and put him on a path outside his patrol area?
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#3
You can try using fences or short walls along the edges of your paths and around your rides. I used to have a lot of employees that would fall into water.

Paths going over waterfalls that are too close to the water can cause employees and peeps to be swept off the path and down the waterfall.

Very tall sections of straight stairs can also cause lost peeps and employees. A peep at the top of the stairs can fall and wipe out all of the peeps on the stairs as he slides down. This can knock them into an area that doesn't have paths making the employees and peeps become lost. The same can happen using long slanted straight paths on the ground.

You can also select specific tiles that you want an employee to stay in.

To set an employees Patrol Area, click on Park Management, then Staff, click the + sign on the employee. Click on the little foot print icon to the right of the employees name. Then you can select which tiles you want that employee to stay in.

You can also click on any employee in the park then select the foot print icon from that employees panel down at the lower right to select the patrol area.
My Insanely Supported Coaster Vids
Mamba * Menace V2 * Menace V3.1 * Bruiser Falls * Wetness * The Poison
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#4
It’s a complete mystery sometimes why employees get knocked over. At times they look just like they’ve been bowled over like skittles. Sometimes with nothing that’s moving nearby I’ve seen employees and guests thrown perhaps 15 or 20m high and up to 20 tiles away from where they were standing but whenever I’ve observed this the peep will stand after landing, appear to get their bearings and return to the path or their patrol area. There was one workbench where this happened repeatedly in the same spot near some stalls, sometimes one peep, sometimes two or three in one go.

There are a few times I’ve come across employees that are lost off paths outside their patrol but they were entertainers only two or three tiles from their duty area on level ground with flat paths and I couldn’t tell you how the entertainer got there.

As you’ve noticed, Frankedj, guests and staff will be affected by the movement of in-game items if the items move very near to where the peep is standing. In Marina Towers Park and Spa Resort the pool slide funnel exits quite close to and over the pool decking and sometimes the movement of guests exiting the funnel will affect other guests walking along the pool decking below. It used to be some of the guests actually got knocked off the pool deck into the pool but I changed the shape of the deck in that spot and this doesn’t happen any more.

This is one of the great things about being a member of a forum: I’ve never myself observed staff tumbling down steps and it’s always interesting to read someone else’s observations. I’ve been fortunate in that I’ve never had staff lost on extensive stair systems.

There was one park I had where there were several paths near shallow water and every few days of game time an employee would be found standing in the water lost. This problem was minimized when I started using patrol areas for every staff member. I eradicated the problem, like you’ve observed, by putting fences to divide water from paths. They were in-game fences (I know because I wasn’t using CS at the time) so I would imagine custom fences with their lack of intersection and placement issues would be no help in this situation.

Do you remember in RCT2 just like in RCT3 it was possible to select a staff member, say a mechanic, and all the mechanics’ duty areas would display: medium blue for the employee selected and pale blue for other mechanics. In RCT2 it was possible to click on one of the pale blue mechanics’ patrol squares and that employee who was on the duty area you just clicked would display. I’ve never gotten this to work in RCT3. Do you know if this is possible in RCT3?
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#5
I have never played RCT2 and I only have been playing RCT3 for about 6-8 months. I have found that When you click on a mechanic his patrol area will not be shown until you click on the footprint icon and only his patrol area is shown. It makes it hard to not overlap patrol areas when you cannot see the patrol areas of the other mechanics.

I discovered peeps tumbling down very tall straight flights of stairs by accident while playing my very first sand box. I didn't understand why there were hundreds of peeps standing in the middle of a woody at the bottom of a giant pit. I finally caught it when I noticed a bunch of peeps sliding down the stairs. There are tons of videos on Youtube where people set up scenarios to make landslides of peeps. I went through that phase where I built elaborate stairs to force everyone that came into and exited the park to use the giant stairs so I could have domino peeps.

This guy is really good at domino peeps and death parks. He has tons of videos of them.
My Insanely Supported Coaster Vids
Mamba * Menace V2 * Menace V3.1 * Bruiser Falls * Wetness * The Poison
Thinner
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#6
(Oct 18, 2013, 12:54 PM)Frankedj Wrote: ….. have been playing RCT3 for about 6-8 months. I have found that When you click on a mechanic his patrol area will not be shown until you click on the footprint icon and only his patrol area is shown. It makes it hard to not overlap patrol areas when you cannot see the patrol areas of the other mechanics……

As we know, when you click on a mechanic (let’s call him mechanic “A”) if he has a patrol area his patrol area is shown in the blue ghost squares and those squares display at a standard brightness. Let’s say the park also has a mechanic “B,” “C” and “D” and that they have patrol areas too. With mechanic “A” selected patrol areas for mechanics “B,” “C” and “D” are also shown as blue ghost squares but those squares show in a more faded blue than those shown for mechanic “A”.

It’s quite possible the settings of your monitor aren’t enabling you to view the faded blue squares. A number of years ago I had to replace an old CRT monitor because I noticed one day I wasn’t able to see grey shading on a white background. I’ve never had a problem in RCT3 with the faded patrol squares not displaying. Perhaps your monitor needs adjustment.
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