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zrowny edited this page May 26, 2021 · 1 revision

Footpath Item Object Properties

Contents

renderAs : enum (of string)

This determines the function for which type of path item this object will be rendered using. This might eventually be merged with the flags for the type of path item? This field affects the rendering, while the flags affect game logic. Either way, they should probably match.

Even though the flags don't set the rendering mode, to save room here, I've placed the image information with the associated flag.

Must be one of: "lamp", "bin", "bench", "fountain",

price : integer
The cost of building this object.
cursor : enum (of string)

Cursor icon to use when placing this object

Must be one of: "CURSOR_BLANK", "CURSOR_UP_ARROW", "CURSOR_UP_DOWN_ARROW", "CURSOR_HAND_POINT", "CURSOR_ZZZ", "CURSOR_DIAGONAL_ARROWS", "CURSOR_PICKER", "CURSOR_TREE_DOWN", "CURSOR_FOUNTAIN_DOWN", "CURSOR_STATUE_DOWN", "CURSOR_BENCH_DOWN", "CURSOR_CROSS_HAIR", "CURSOR_BIN_DOWN", "CURSOR_LAMPPOST_DOWN", "CURSOR_FENCE_DOWN", "CURSOR_FLOWER_DOWN", "CURSOR_PATH_DOWN", "CURSOR_DIG_DOWN", "CURSOR_WATER_DOWN", "CURSOR_HOUSE_DOWN", "CURSOR_VOLCANO_DOWN", "CURSOR_WALK_DOWN", "CURSOR_PAINT_DOWN", "CURSOR_ENTRANCE_DOWN", "CURSOR_HAND_OPEN", "CURSOR_HAND_CLOSED", "CURSOR_ARROW",

isBin : boolean

If true, the game treats this object as a litter bin. Guests will put trash in it, staff will empty it. If this flag is true, renderAs should be set to "bin".

The image sequence for litter bins is:

  • Preview image
  • 4 angles normal
  • 4 angles broken (these can be blank if isBreakable isn't set)
  • 4 angles full
isBench : boolean

If true, guests will treat this object as a bench. If this flag is true, renderAs should be set to "bench".

The image sequence for benches is:

  • Preview image
  • 4 angles normal
  • 4 angles broken (these can be probably be left out entirely if isBreakable isn't set)
isBreakable : boolean
If true, guests in a rage will seek out and break this path item. If renderAs is "lamp", "bin", or "bench", the second set of 4 angles will be used when this item is broken.
isLamp : boolean

If true, the game allows this path item to be stay on paths when they are converted into queues. They can only be placed directly on queues if isAllowedOnQueue is true. If this flag is true, renderAs should be set to "lamp".

The image sequence for lamps is:

  • Preview image
  • 4 angles normal
  • 4 angles broken (these can be left out entirely if isBreakable isn't set)
isJumpingFountainWater : boolean

If true, the game will render animated jumping water across the tile this item is placed on. renderAs should probably be set to "fountain".

The image sequence for jumping fountains is:

  • Preview image
  • 4 angles (just one "spout", this will be copied into all 4 corners).
isJumpingFountainSnow : boolean
If true, the game will render animated jumping snowballs across the tile this item is placed on. renderAs should probably be set to "fountain", and if so, it's the same images as a jumping water fountain.
isAllowedOnQueue : boolean
If true, the game allows this path item to be placed directly on queues. If it is placed on a regular path that it converted into a queue, it will be removed unless isLamp or isTelevision is true. idk I didn't program this
isAllowedOnSlope : boolean
If true, this item can be placed on sloped paths.
isTelevision : boolean

If true, this item will prevent guests in this queue from losing happiness when waiting a long time.

Additionally, the game does not allow this item to be placed on regular paths, and will remove it when a queue line is converted to a regular path. isAllowedOnQueue must be set in order for these to be built in the first place.

If this flag is true, renderAs should be set to "lamp". Queue TVs have the same image sequence as lamps (with no broken images, since items in queues can never be broken).

sceneryGroup : string
OpenRCT2 id of the primary scenery group this object should be included in.

rct2.footpath_item.bench1 (Bench)

    "properties": {
    "isBench": true,
    "isBreakable": true,
    "renderAs": "bench",
    "cursor": "CURSOR_BENCH_DOWN",
    "price": 50
}

rct2.footpath_item.qtv1 (Queue Line TV)

    "properties": {
    "isTelevision": true,
    "isAllowedOnQueue": true,
    "isAllowedOnSlope": true,
    "renderAs": "lamp",
    "cursor": "CURSOR_TREE_DOWN",
    "price": 150
}