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Terra, Phase 4
NoLimits Coaster

Exactly this^ It doesn't matter how you do the actual animation (keyframe or specify motion in the script). You can use the getHarnessState() method of the "Train" class to tie the animation directly to the train's harnesses. The method simply outputs a value between 0 (fully closed) and 1 (fully open). It should be relatively easy to integrate into the existing script that attaches the monorail to the train.

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Terra, Phase 4
NoLimits Coaster

It will be included, yes. The park will go through an entire day/night cycle, with the lights turning on after dark. It's only simple lighting, so don't expect anything too crazy but it seems to hold up pretty well so far.

Phoenix.


So some updates to the other parts of the park.

Transportation options around the park have been updated, both with newly worked models and better textures. I have yet to figure out a way to get the monorail doors to open and close in the same way that a harness would on a coaster. Does anybody know how I could do this?

The Tumble Trees, the trio of Family freefalls in Mystic Hollow have been updated, with moving restraints and full rideability.

Moon Dance, the Zierer Kontiki has been moved into the expanded rear hall of Mystic Hollow, allowing for a new rear entrance to the indoor section. It has also been fully animated and has been added to the list of fully rideable attractions in Terra.

Another ride added to this list is the Navigator, the parks Vekoma Madhouse.

I have completely rebuilt Gravitate, the S&S Screamin Swing, from the ground up using blueprints to make an as accurate as possible version of the ride, based on the newer model. This is fully rideable on both swings in multiple seats.

And finally, something I'm particularly proud of, and something that has been requested a number of times;

Fully rideable.

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