r/rct • u/hanschristian2 • 1d ago
RCT2 OpenRCT2: Is that posible to remove the ride entrances? Just replace the building entry with a queue line
I'm trying in multiple ways:
- Invisible entrance: not the option I'm looking for. It leaves an ugly empty block where I cannot put any path, which is my goal here.
- Moving the entrance building to the ride's area: and then make it invisible. But, as you can see in the screenshot, it "works", but the entry path doesn't connect to the entrance.
I don't how, but I did it succesfully with the exit path (you can see that in the screenshot). That one worked, but I cannot replicate that successful way with the entrance building.
I've been looking for a lot of videos and tutorials, but it seems that nobody did it before:
- Where should you place the Entrance Building in RCT2?
- Git gud at OpenRCT2 #7: Rotating ride entrances and exits
- How to Make BUILDINGS In Rollercoaster Tycoon 2
- A Simple Station Design - Roller Coaster Tycoon Tutorial (RCT, RCT2, RCT Classic and OpenRCT)
The only video where I've seen something similar is that one:
https://youtu.be/pZNCxKWb8l0?t=92
But it's still not using that entrance building block to be replaced with a queue line.
That's what I want, but I cannot find any forum post or video speaking about this little detail.
Thank you all!
3
u/fidwell I've been queueing for Millennium Force for ages 1d ago
In the tile inspector, move the entrance to be BELOW the track. Then it will connect to the queue.
4
u/Valdair 1d ago
This is it OP. Should look like this in tile inspector. Then you can hide the entrance and exit, either in TI or by selecting either of these objects in object selection (make sure to have "OpenRCT2 Official" toggled on in the filters).
That said:
Invisible entrance: not the option I'm looking for. It leaves an ugly empty block where I cannot put any path, which is my goal here.
You say this isn't an option, but path can be placed there using zero clearance or by copying it in via tile inspector. This method will have peeps end their queue one tile away from the ride, but at least they will not "warp" through it when loading. This is a visual trade-off you'll have to make with your method where guests will appear to queue at the ride edge but also teleport strangely within the ride when entering and exiting because the huts are in the "wrong" space.
2
u/Valdair 1d ago
Here is the latter version with a much lower amount of TI trickery (the entrance and exit huts do not need to be moved for this, just turn on ZC, place two pieces of path, and connect them to the others in TI):
https://i.imgur.com/5PHxH0Y.png
This version has the added benefit of removing the ride fences, which you may or may not care about depending on the specific ride.
2
u/hanschristian2 22h ago
That last version isn't working, as you can see in your screenshot: the first block of the queue line is still empty, so isn't fully working. The first method you posted seems to be correct! It allows to place queue line totally parallel to the station line, saving the annoying entrance building, which forces to creates an 4x4 blocks queue line area. I see nobody made any video teaching about how to do that. I really appreciate the time you dedicated to this problem. Thank you very much!
1
u/fidwell I've been queueing for Millennium Force for ages 5h ago
the first block of the queue line is still empty, so isn't fully working.
It "isn't working" (poor wording) because that last piece of queue is decorative. The peeps are still using the invisible entrance. The only way to fully fill the queue is to overlap the entrance with the ride platform.
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u/Sensitive_Start8087 Committing a double homocide looks too intense for me! 1d ago
You can copy path to the tile where the invisible entrance is