Cities: Skylines

Cities: Skylines

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Functional Parking Gate - How to create one
By potato24x7
There is a way to create a Gate animation for your parking lot entry exit point
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Prerequisites
You will need to subscribe Functional Parking Gate Asset pack & dependent props from workshop first
https://steamcommunity.com/sharedfiles/filedetails/?id=2178469555
Subscribe the following two required mods also
https://steamcommunity.com/sharedfiles/filedetails/?id=1637663252
and
https://steamcommunity.com/sharedfiles/filedetails/?id=1844440354
Segment Rule
The asset that will render the barriers are three Intersections you will find in road intersection menu. You can drag & move the nodes & segments of the intersections after plopping, but the segment where cars will stop for the gate, has to be min two units long else cars will ignore the gate. Also on an uneven terrain this will not work.
Plopping & Timed Traffic set up
If you think written tutorials are not your cup of tea then just check the brief tutorial video -

if the above video is not enough then -
For one way:
Step 1 – Select the FPG 1way Entry asset (not the roads, choose the intersection) from the Road Intersection Menu.






Plop the above asset to connect (the extended portion of the intersection asset) to the main road where you want your parking entry point. After connecting properly your parking lot entrance will be like this


Step 2 – Select the nodes of the plopped intersection with Move It & reposition them according to your need but do not bring two nodes closer than two unit. The gate segment where the cars will stop need to be min of two units. Of course you will need to have Road anarchy activated.

Step 3 – Connect the other node of (Parking road node) with FPG generic one way road to your parking lot road layout. You can use the above road itself for the layout (recommended).

Do all these connections on a completely flat surface. Although its impossible to build a custom parking lot on an uneven surface.

Step 4 - Now set a timed traffic at the barrier node. Players who are not familiar with the timed traffic process can check this TM:PE guide [tmpe.viathinksoft.com]. You just need to add two simple step, in first set the entry side green & walk light manual with green (always in both step), give min time '0' (very important) & max time '2' and hit add.
Add next step set dummy sides green, entry side back to Red, both walk lights set to manual & green. Here give min value anything more than '0' & max value anything more than the min value. Ideal for me is min '4' & Max '5'.
Hit add & start the timed traffic & watch the gate will be closed & only will open when a car arrives. It will not be 100% accurate though, a few car will skip the gate, a few will tailgate others. You cannot do anything here.
Step 5 - Now for the exit side choose the FPG 1way Exit asset from the Road Intersection menu & plop in the same way at your desired location.

Do not use Entry & Exit at same place, it will look ugly, instead use the two way version. Once you are happy with main road connection & position use the generic road that you used in step 3 to connect the Parking Road node with the parking lot layout for the cars to exit your custom lot.
Step 6 – After the successful connection give the barrier node the required timed script through TM:PE in the same way as you did earlier & hit start, run the simulation to see the fun.

For Two way:
Step 1 – Select FPG 2way asset from the Road intersection menu.

plop in the similar way & use move it to re-position the nodes properly. Remember to leave min 2 unit for the segment between two gates just rendered.
Step 2 – Connect the layout of the parking lot by using FPG generic 2 way roads.
Step 3 – Now open TM:PE & select timed traffic option. Select the entry barrier node to add timed traffic steps. You can choose both the barrier node entry & exit for the timed script if you know what to do. But for simplicity, one at a time.
Add the first step, green for Entry side & green for exit (green in both steps) & both entry exit walk light manual & green, Min value “0” & Max “2”.
Next step all side green except entry side & all walk light manual & green, Min value “4” & Max “5”.
Repeat the same process for the exit barrier node, similar sequence but exit side red in second step & entry side green in both.
Hit add & enjoy.
4 Comments
Lyjo Fachman Sep 7, 2022 @ 11:11am 
this is actually amazing, I'm constantly surprised how mods contribute to this game
potato24x7  [author] Jul 27, 2020 @ 12:23pm 
@aubergine18 absolutely yes... just manipulated with TM:PE
leftbehind Jul 27, 2020 @ 12:17pm 
Is this essentially a level crossing in disguise?
pokescholar11 Jul 26, 2020 @ 8:32am 
Wow! Amazing!