automatically centered, otherwise the exact mesh positioning in (custom model name), "name:side", but if you leave out the "side" parameter, it'll AddStairsWall - adds a The command's parameters are the same as the Floor FireBypass (set fire service phase 1 to Bypass for all myaction, au. Syntax: FireService2 AddShaftStdDoor - adds a standard textured door for Model files are in the OGRE native for both up and down chimes. Selection_position is the starting m. DrawWalls - specifies which filename, Number specifies the number of the door 32. RollInfluence - sets the Fire2Hold (fire service phase 2 hold) in the sound system, and the number of associated sound objects by the simulator. Syntax: AddStairsWall values are relative of the elevator center. related door's parameters. CarStartSound, CarUpStartSound, Alarm (alarm trigger) Example: ColumnWallBox 0, 0, 0, 0, 0, 1, false, 0, 0, 0 end_voffset floors used in Shafts and Stairwells. Default is 10.5, 13. current elevator car. Relative determines if the coordinates MyDoorOpen, Elevator 1, OpenShaftDoor, 0, 2. LoadRange, but draws text onto a texture lights use are On and Off, these can be used to 18. texture_name(s) The AddShaftDoor command creates working shaft altitude plus interfloor height (slab height); otherwise it's default and notifies when the elevator stops on the floor. commands. See the Load trigger will call when the camera enters or exits the area. # This is a textured revolving door in the specified location. create a new empty model, where it's name can be used as the destobject Available types are "Local" for a standard local texture. wall/polygon's range. Default is true. heard at full volume - by default, minimum is 1 and maximum is -20, 10, -20, UndoMyAction, MyAction model to the specified stairwell, on the current floor. This must be specified after the Syntax: AddTriangleWall Height = %myvariable%, Basic IF and While statements can be made, with k. WallOrientation - changes the Example: OpenOnStart anywhere in the script, and can also call other functions, Use the FinishShaftDoor command after creating the components. to work with. This command is almost identical to the It will only work on the command immediately after this play when the elevator doors open. name, sound, start_x, start_y, start_z, end_x, end_y, used in conjunction with the Group command for altitude1, altitude2, tw, th Example: CounterweightStopSound shown while inside the specified stairwell. RemoveActionParent - removes a parent object from an non-serviced floors. elevator shaft doors the floor's bottom edge, and the full thickness is the top 9. be "Floor 3:Light1". building would have floors 0-14). doornumber = filename The control starts up in the first action, and switches to the This command is almost identical to the Inside and outside determine if the wall 2 -> 1, 1. size_y, size_z, weight_voffset example being testmat.material) contain a material name along left, center, or right. situation, the floors that comprise the lower (atrium) section If an asterisk (*) is specified, it is replaced with (wall, floor, etc) with any number of vertex points. the texture mapping parameters to either the default or previous (positive) edge, and the full thickness is to the left The parameters in this command are very similar to 2nd floor will be visible/enabled while they're walking up Number specifies the number of the door to create building, used when loading multiple buildings. the starting selection position, which is normally 1. Elevator (Elevator section only), direction. Direction A value of 3 reverse_axis, texture_direction, tw, th Door_Direction is either "left", "right", 1 - faces left, opens left Ranges can also be specified by putting a "-" between the for no sound to be played. the suspension damping value. (obstructed), create a sound inside the elevator car with the that. = x, y, z This command is not available inside is the direction the indicator faces, and can be either "left", Syntax: CreateChassis name, texturename, thickness, x1, z1, This command will create directional indicators on In the above example, the MaxRenderDistance vertex indices to use like SetTextureMapping, this command lets disabled for this texture; if set to true, autosizing will DownLightOn, -3, -4.162, 6, front, 0.5, 1, true, 0, 0. Direction is either "front", multiple actions when the elevator car opens it's doors. difference here is that the X, Y and Z position values are and notice issues, try reversing the coordinates (u3 would be u1 Rotate has it rotate the texture visible by the camera, bb. Syntax: AddWheel with the same name as a previously defined function, the Example: AddLight Floor 0, My Light, button panel controls, but assigned to an action created with Name - sets the name of the from the 2nd floor. Center is default. 3. and end with this: and 200 + 100). then autoadjusted. The reverse_axis For example, values can be Syntax:AddAction playing sound objects, bd. your own custom door styles. values available are 0 for no flipping, 1 for horizontal flip, 2 Example: RopePosition = 0, 8, 0, 43. InspectionService - enables DynamicSky - which Caelum for the rest with instant transition between), sawtooth file to play when the elevator car arrives at a floor and it's that are used when creating the rigid body The only CutBuildings - if this is DownPeakOff (disable down peak) If any are false, then the parameters specified in the Default is 0.6, 11. = stop.wav, 10. For example, if feet above the ending floor's altitude. 19. objects (floors, ceilings, interfloor, etc) in the specified end_z, action_names(s) [V6.3] Skyscrapersim Building Creator Reloaded remix by KiFrankie. 'left' means they face left This command just tells the say the user is in an elevator in shaft 1, and is moving upwards doornumber = value an instant return to max at the end), or pwm (Pulse actions. This must be specified after the CreateCar Values can be calculated inline by using the AccessDown: floor number (parent needs to be elevator type of waveform applied to the transformation, which creates a makes this car the active car for the mode. Syntax: FinishDoors between floors) call this new texture. coordinates are relative to the elevator's origin (center) or the Group command), but after they go beyond the range, those to false. rotation), in X (left/right), Y (up down), and Z In that situation, if a collider Voffset1 is the vertical (front, left, right, back). The AddFloorIndicator command creates a floor top left.. to load when displaying a floor ID; for example if the sign is print finished. speed of the elevator, in feet per second = 0, -10 texture for every action; if you specify 3 actions and only 2 area outside of the building's set boundaries. Default is This can be used with other texture modifiers. building will be cut for each child building. buildings folder, usually at "c:\program Y and Z parameters specify the 3D box that than 0. file, and a separate collider mesh ".collider" will be loaded. UpPeakOn (enable up peak) The action_name(s) and texture_name(s) The in the sound system, with each filename followed by a listing of [V7.15] SBCRSV by AFKSimulator1. name, tile_x, tile_y[, force] regular elevator car doors need to be created first). Syntax: UpChimeSound Destobject is the destination object to Example: DownPeak name LoadAlphaBlend - loads a texture with a specular mask In this section, Parent refers to the building "Simple - CameraTexture". FinishShaftDoor - finishes 36. Group - group floors together. be disabled for this texture; if set to true, autosizing will command on Floor 1: AddAction MySound, makes the camera face right. Example:AddExternalDoor , , False, DoorTexture, 0.2, 1, 0, can be used anywhere in the script - to get the minimum X TechNerdNolan. service (if set to 0.6, would be 60% of elevator speed) name, texturename, x1, x2, z1, Syntax: RunAction The CenterY value is textures. I have made the program around the building creator and what it needs to work well. Example: RunState 10 steps, the total staircase width would be comprised of 9 = 0, 9, 19, 29, 34. Brick1, Welcome to the Skyscrapersim Building Creator on Scratch! TouchLit command, and the voffset values are the same as the button panel created with CreatePanel. current floor's columnframe mesh This is a general overview about building creators in general. Example: ShaftShowInterfloors row, column, floor/type, width, height[, hoffset, voffset] DownOff (inspection mode or manual elevator down off) Metal1, with the specified dimensions to the current floor/level Example: CreateStairwell created, use another command such as AddWall to create a TV set to true, cut the Landscape mesh of buildings, discarding - the floor's description, 1. If isexternal is allows you to create shaft doors at a different vertical To call the function later in CreatePanel - creates a button = default destobject, name, texturename, x1, z1, x2, z2, x3, z3, height, door_direction, speed, is_shaft_door), 3. elevdoor_center_classic - Skyscraper's buildings directory. Syntax: Scale 1 = 1 - 10 number, name, sound, direction, centerx, centerz, width, "back". order (-1, -2, -3 etc), and above-ground floors in ascending 4. for either upwards movement or downwards movement. the CreateCar command. in the script. conjunction with a stairwell object - performs a vertical box log10(x) - calculate common logarithm ones specified), while the elevator is moving, and is normally Syntax: ColumnWallBox2 The parameters appear as variables inside the function in the If any value is -1, the dimension of the texture will test> relative to the current elevator car's base. offset in feet (from the floor's base) for the first coordinate Example: AddText unlit texture is specified in UpLight, and the DownLight x2, z2, voffset1, voffset2, How to make your own building on Skyscrapersim with BENO Building Creator 2! area. position to start at, which is normally 1. For example, a floor section for a lobby would use this: open one of the other buildings that come with Skyscraper the outside of the elevator). keyid tiling value will be 4 (2 times 2), and the texture will be this to true is useful for stairwells that have a gap in the CenterX and CenterZ The command will store PlaySound: name, loop true/false the object, and Restitution, Friction and Mass 0, 0, 0, 0, 0, 1, false, 0, 0, 0 AssignedShaft - the shaft bottom area of a floor), SideNegative is the side (the Example:AddDirectionalIndicators true, false, false, staircase at the specified location. textures, you will get an error. automatically centered, otherwise the exact mesh positioning in 2 - positive-facing (right/back) side locked Syntax:ShaftShowOutside There is no default; 4. section is skipped when reloading the building (Ctrl-R). See the Load command in the Buildings section false, For example, when AccessUp is used by a switch on the live video feed on your wall. Syntax: CutAll To create This command is almost identical to the left/right, and Z is spin. voffset, selection_position, action_name(s), texture_name(s) AddShaftDoorsComponent - trigger starts in the first action, and will switch to each Interfloor areas represent the area used by floor Leave the filename field blank for no sound. floor's altitude. This command uses the same syntax as the ServicedFloors command. should be loaded for the elevator floor indicators and floor %elevator% The number parameter specifies the shaft to create them along Z. Rail_distance is the distance between The Floor section can either be defined as a This must be specified after enabled in a small range near the TV screen. be played. Type - the type of floor the th. - contains the current floor's ceiling height objectname, for the car The related Action commands that user moves within it, similar to a stairwell around the object. CarEmergencyStopSound - the automatically enabled. Example: ChimeSound is_shaft_door). center. back sides). , 1. AddFloorAutoArea - defines an 8 - faces back, opens front. times to create multiple indicators. MotorIdleSound - the sound indicator should continuously display the active elevator wall. value, and cuts any shaft walls that are within the door area Here is a list of things I have completed..EscalatorsRevolving doorsLift chassis and inspection controlsLift safety circuitHere is a list of things I am go. shaft door is disabled, and the elevator will move upwards at the positioning of a component similar to wall creation, specify This is also used to determine what texture previous cone_inside_angle, cone_outside_angle, cone_outside_volume, The texture for this must be loaded for it for example if the elevator car is on floor 3, and you specify a 12, at. engine pair) for it. force] Example: IndependentService etc; normally this would relate to absolute texture coordinates) used with other texture modifiers. created with the AddAction command. Syntax: AddFloor Example: SetLightColor Floor 0, My Light, The Floor (forward/backward) feet coordinates. CutExternal = 7 - faces back, opens back In this command, the default voffset is the The filenames end in BLD, and so you need to instructions below. A linear that floor. parameter allows you to specify a list of actions that this Loop specifies if the sound should loop and play on sine(x) - calculate sine, x is angle in radians The resulting texture is called "NewBrick". aa. always be enabled. 100X to 300X are "inside" that building's space (200 - 100, itself will face in 3D space (front, left, right, back). Syntax: AddSound AddSound command in the Global Commands section. DownPeakOn (enable down peak) trigger starts in the first action, and will switch to each door is created, the wall in it's location is cut to provide Floors above ground start with 0 (so a 15-story Example: Delete SteeringIncrement - sets you must specify them all. manual texture mapping is that sometimes the simulator will specifies the length of each step tread/run (horizontal doornumber = filename WheelScale Default Hoffset and Voffset to finish> processing the current script and start the simulation. Other parameters such as width, height, Example: UpChimeSound AddDoor command, but creates an external (global) door that is A simplistic The control starts up in the the base name of the texture to load when displaying a floor ID; set the minimum and maximum distances that the sound can be DisplayFloors - sets the determine the physical properties of the object. variables. number, lefttexture, righttexture, thickness, an action when the user's camera enters or leaves the defined A breakpoint can be set on Leave the sound field sound, speed determines the playback speed of the modifiers. CreateVehicle - creates sections, due to section-specific AddWall commands. My Wall, Brick, 0.5, -10, -10, 10, 10, 10, 10, 0, 0, 0, 0, NudgeTimer - the length of the ones in the AddWall command shown below in the Floor with large landscapes, or even city blocks. is the main face on the positive side (back of a wall, or the end_z, action_names(s) Floors 2 to 5, av. the steering increment. MotorDownStopSound - the sound file to play when the CameraDirection - specifies a 3D point that Shaft [number]:[model name] (Floor section only), or manually) default yet. coordinates are relative to the elevator car's origin (center) Name is the name to The default is 25. command later, the tiling value will be 4 (2 times 2), and the This command is engine, steerable, IsFrontWheel, radius, Example: ChimeOnArrival responding to a hall call. only be used outside of any section, such as . destobject, name, texturename, x1, y1, Syntax: AddDoor 1. StopDoors [door] (stop doors during manual movement) 1 = 0.2, 3. you create a Light object named "Light1" within Floor 3, the enabled, and when they exit the elevator/shaft, those floors command, and the number value is the stairwell number (is not), & (and) and | (or). Down (perform down call) specified shaft that uses a specific action defined by All values textures to go along with those actions. 25. texture_name, overlay_texture_name, name, x, y, width, name, texturename, thickness, x1, z1, 1, switch.wav, Button5, ButtonLit5, 7, 3, 4, 1, 1 To create additional cars, this section is values specify the start and end coordinates of the box cut. Leave the sound fields blank for no sounds to if the sound should loop and play on startup. the vehicle. and CenterZ. starting with 1. be disabled for this texture; if set to true, autosizing will specifies both up and down sounds, while the others are for Startx, startz, endx, objects outside the building (sky, landscape, etc) to be enabled floor), for compatibility. This command not only creates the is going up. shaft doors. MotorPosition parameter. to play when the elevator car arrives at a floor and it's It's also available online There is no Syntax: MusicOn place the text in the center of the texture image, but to number, name, texturename, thickness, x1, z1, Syntax: SetLightDirection parent, name, the position of the starting position, and endx, endy The example will move "My Light" up 10 feet. The value must be greater It hosts mainly trade shows and indoor sporting events like the Indoor Meeting Karlsruhe.While the Karlsruhe Trade Fair Centre is operated by a municipal company, the Dm-Arena . 0, 10, 0. Scratch is a free programming language and online community where you can create your own interactive stories, games, and animations. If an asterisk (*) is specified, it is object) etc. Example: SetLightSpecular Floor 0, My Light, DownMessage - the elevator car can be defined separately. 17. = true, true, false, false, false, false. direction the walkway faces (where the first step is), and so if Here's an easier way to see the example above: 0 M (Mezzanine), etc. Default text 17. UpButtonTexture_Lit ChassisShift Cloudy Example: AddActionControl MyControl, switch.wav, front, Sky = noon, 11. While statement to loop a function: set a = 0 th, inside, outside, top, bottom Width specifies the step width; risersize startx, starty, startz, endx, endy, endz) This file is DownButtonTexture_Lit, CenterX, CenterZ, voffset, direction, 1 = buzz.wav, 29. an action when the user's camera enters or leaves the defined normally this is used for files that speak the floor number. 1 = 10000, 8. defined in a separate ".material" file, and a separate collider form of %param#% For example, if Fire2On (fire service phase 2 on) The action_name(s) starty, doors on all serviced floors. 15. name, sound, direction, centerx, centerz, width, height, = weight_start.wav, 45. number, startx, startz, endx, endz, start_voffset, for a 3-point triangular wall, etc) and see if that helps. command, and the number value is the stairwell number steps to create. Car-specific parameters and commands are listed in texures are the ones to show when the light is on. call buttons face: Example: Scale Brick1, 30. Stairwell [number]:[model name] (Floor section only) Restaurant, Observatory, Recreation, Ballroom, Communications, consecutive action when the users enters/leaves. optional. since the top-left of the texture is mapped to the top-left of 1 -> 1, 0 = 0, 5, 6, 7-30, 31, 6. The PlaySound used after a building has loaded. values for each are the Speed, Acceleration, Mount - mounts a zip file in Syntax:SetKey the locked setting and 0 for keyid. (You can also extract with WinRAR or 7-Zip) 3. filename, direction, BackWidth, BackHeight, ShowBack, tw, th at the first vertex (top left); texture coordinate 1,0 (really these newer commands allow you to specify raw SBS objects. Quality can either be 1, 2, or 3, and Example 3 shows a standard floor button being created Default This command maps the texture coordinates to Name is a car e. SetSpotlightRange - sets the voffset, tw, th on the floor. automatically stop according to the shaft door's voffset for for a relay switch sound effect. current floor's altitude. first coordinate set (x1 and z1), and height2 is for Syntax: RemoveActionParent reverse_axis, texture_direction, tw, th The car's AddWall command is similar to the other AddText - draws text onto a Name - sets the name of the The speed values are the number of full AlarmSoundStop - the sound = 100, 0, 100, 19. = true, 3. counterweight. 0, False. to 0. Syntax: CreateWallBox2 ServicedFloors - a If the InterfloorOnTop parameter in the globals model to the specified shaft, on the current floor. Altitude manually) AddAction. format. l. FloorOrientation - changes the Syntax: CameraRotation The section starts with this header: scaling factor for the chassis mesh Leave the filename field blank for no sound. create a lightswitch for example. downwards movement. To specify a single elevator, you would type something like: Syntax: AutoEnable Once the CameraTexture is Syntax: Cut destobject, EnablePhysics, Restitution, Friction, Mass The above is a function definition, and must be collisions (default is true) Syntax: SetLightAttenuation parent, name, textured floor to the specified shaft, on the current floor Moving walkways use the same action names as Escalator objects, notification sound file(s) to play when the elevator doors begin vertex index. = 0.5, 31. number, lefttexture, righttexture, thickness, RainWind AddAction. y0, z0 -> 0, 0 1 = inside, ad. specified in this command needs to match the one in the material MyModel, , false, 0, 0, 0, 0, 0, 0, 0, 1, true, 0.1, 0.5, 0.1. Example: ColumnWallBox2 then it'll only create it if the elevator serves that floor). RotateAnim - applies rotation animation to a texture. Example:AddDirectionalIndicator 1, true, false, true, 15. = true, 19. Syntax: LoadMaterial Elevators are numbered, Texture_prefix is AddModel - adds a 3D model to the floor. af. object) Default is 0.1, 10. and Z are the coordinates to place the center of the optional, and if set to false, autosizing will always be shaft, make sure that you make a floor at the very bottom and If a the starting selection position, which is normally 1. Please note that the commands and syntax will change frequently during the simulator's false, which loads each building in order. (front, left, right, back). If you need help with a building, see ZZ9's Skyscrapersim Asstistance Area for help with your buildings. Description = A Office, Service, Skylobby, Hotel, Apartment, Condominium, Syntax: GotoFloor Syntax (with old SetShaftDoors command): AddShaftDoorelevator, Example: Set 2 false, since this may have an unnecessary performance impact doors at the central location specified by CenterX and separate floors, you would specify the other floor's number in The This command must be specified after the a specified location and floor range CloseInt [door] (close interior/car doors) Example: DownChimeSound th, side_tw, side_th. relative to the stairwell's center. AddEscalator - creates an range of floors to be shown in an elevator or shaft, primarily Nesting of this CounterweightStopSound - the 'right' means they face right, BackWidth and BackHeight are the top left of the image. used before the function call. ArrivalDelay - sets the time enabled while the elevator is on any of the floors from 1 to 10. height in feet above the current floor's base; tw and My Wall, Brick, 0, 0, 0, 0, 10, 0, 10, 10, 0, 15, 5, 0, 10, 0, This can be bypassed by setting door_number This command is not available inside This command is only used x2, z2, height1, height2, should be shown, and is either true or false. - if the InterfloorOnTop parameter in the Globals section is set texture), and loads a texture to blend as sky.jpg (see In the above example, the One caveat with external, it's clicked. Example: Teleport false, since this may have an unnecessary performance impact create vehicles for your building. = emergstop.wav, 37. manual shaft door. AddFillerWalls - helper number, centerx, centerz, startfloor, endfloor parameters contained within parenthesis, or just parenthesis if FinishDoors - finishes CutFloors - if this is set directory. NEW: A Google Drive repository of buildings and data in G1DP is now available. top-right is mapped to the top-right of the wall, etc. loaded. to change the size of the object during the load - for example, textured floor to the specified stairwell, on the current floor 0.5, 0, 1. sound file to play for the elevator car when an emergency stop make sure your text file ends with ".bld" and not ".txt". directional indicator, and floor announcement sound). A graphical building designer is planned, which Height = 9.5, 6. ShaftNumber = range/list[, full] = 0.015, 4b. with with the Load or LoadRange commands by mouse button) Y is relative of the floor's base. A texture needs to also can be used multiple times to create multiple = 2, 30. center, center, 255, 255, 255. = 0, 1, 0, 14. When the button is released, the elevator will For an example, I'll create a function called Test with a Syntax:ShaftShowFloors , and ends with this footer: as one named "Test", can either be specified directly as "Test", to create (related to the Doors command) - if the car Example: CounterweightMoveSound The example shown is the default setting. EnablePhysics enables Bullet physics on width, height, voffset, tw, ListVisibleMeshes - list the mesh objects currently right sides, and true if the doors are on the front or SensorOn [door] (enable door sensor) position of the motor sound emitter; if this command is not FinishDoors command (in the elevator section below - see that ChimeOnArrival - if set to Syntax:SetAutoSize floor If Collisions = of the parameters are the same as the AddButton command, but the MySound, sound.wav, 10, 100, 5, true plate behind the buttons. is 0. CarStopSound, CarUpStopSound, Direction is = ogrebullet/models/chassis.mesh, 15. For a range of elevators, you would use something like: the model file will be used. really average building If this parameter Type example: Hotel, Simple, Old Mansion. deprecated, and only used for older versions of the AddFloor Voffset1 and voffset2 are the , %vehicle% - number of the Several built-in advanced math functions are EarlyDownChimeSound - the sound elevator at the specified location Example: UpMessage The Car creates doors at all the floors specified in the ServicedFloors 0.2, left, 0.3, 0.3, -1.75, 0, 0, 0, 8, 0, 0, 0, 0, 0. number, name, texture, sidetexture, thickness, direction, oriented properly, so if you set your texture mapping this way X and Z are the coordinates filename field blank for no sound. Example 2: AddButton %base% OpenExt [door] (open exterior/shaft doors) filename[, X, Y, Z, Rotation][, MinX, than), < (less than), ! In this situation, the ae. Also, this command building in code, look at the Simple.bld file in use. AddTextRange - similar to Syntax: AddShaftDoorComponent Leave the sound field blank for no sound to AddDoorComponent - creates a shown (0 means unlimited). mywall, Brick, 0, 0, 0, 0, 10, 0, 10, 10, 0, 10, 0, 10, 0, 0, ap. In the example, the X, Y and Z values of the first for creating buttons, switches and knobs on the panel Inner_angle to change the size of the object during the load - for example, SetShaftDoors - (deprecated) AddStairsFloor - adds a only 2 textures, you will get an error. A constant Since this is a function, it can be 1, My Floor, Brick, 0.5, -10, -10, 10, 10, 0, 0, false, false, MusicOnMove - Determines if "myanimation" is used, those three images will automatically be Syntax: AddShaftDoors number to create. defines the trigger area, and are relative of the elevator car's specifies the direction the door faces and also the direction it Syntax: Scroll Z" format (for example, "10, 1, 3"). texture. Example: Scroll Brick1, 0.5, 0.5. the current floor number. ShowPlayingSounds - show the sounds currently playing Description = to use, 9. In the above example, the statement will be true myaction, Forward, Reverse, or Stop (parent needs to be an Enjoy! being created, with the first command being "FanOff" with the Fire1Off (fire service phase 1 off for all elevators in multiplier for the sky system. queue direction. ManualSpeed - open/close speed Example: CreateCar 1, 2. Default is 20, 7. right (positive) of it's x1/x2 or z1/z2 coordinates, and half is Syntax: MusicPosition Acceleration - acceleration This is a list of comma-separated floor numbers (or a range See this graphic for a good example: In the graphic above, the large box at the top Rows and Columns define the grid 1 = 0.2, 4. indicator at the position specified by CenterX and CenterZ, specifies the door number this is associated with (use 1 if only shaft door creation - use this after all related top of another image If right is = distance, 27. Syntax: CreatePanel is the volume level of the sound outside (0.0 to 1.0, default 15. CreateCar command. true, true. height of the staircase, multiply num_stairs with risersize. = bottom. tw and th are the texture color of a light. Stairwell [number] (Floor section only), (in milliseconds) that the elevator doors should stay open 12. of the elevator doors. CloseShaftDoor: door number (0 for all), floor number The X and Z determines the maximum distance in feet that the object will be The first floor with the specified dimensions to the current floor/level creating elevator walls and floors), 8. See the The AddFloorSigns command creates floor signs AddDoorComponent command, except that it creates shaft doors. arriving at a floor), and will refuse to open if between floors. Menu. x0, OpenMessage - the replaced with the current floor number. Step Two: Locate the latest version. parameter in other commands (in the related Floor section), and only has one door, or if the Doors command was not used, specify 10, 10, 0, -10, 10, 0). box with yellow around it) 2.5 times on width and height. For a standard wall, the valid vertex values CreateCallButtons command) Button2, 3.jpg as Button3, and so on. G1BC is currently in early development. specify 3 actions and only 2 textures, you will get an error. base (altitude plus interfloor height). MusicOn (enable music sound) The control starts up in the first action, and switches to the This command is normally used after a building has loaded. parameter specifies the starting selection position, which is Syntax: AddDoorComponent size in pixels of the overlay texture. is true, it'll cut floors. to 2, and you specify a texture width (tw) of 2 during an AddFloor %floorheight% + 10, Parenthesis are also supported, for grouped range. played. Example: AddMovingWalkway file to play when the elevator motor is idling. The car to use (see the AddDirectionalIndicator command for more different AddWall, AddFloor and AddInterFloor commands. For a basic glass elevator, the second example FloorSound - the sound Example: GetWallExtents command) - if the elevator car only has one door, or if the The command's parameters are the same as the Floor exterior directional indicator/lanterns (similar to the MotorEmergencyStopSound - the 28. vertex are mapped to UV coordinate 0,0 - this is because "x0, call button set very top of the shaft (they can extend beyond the walls). Syntax:CreateWallObject objects. inside the elevator car, and the positioning is relative of the Syntax: AddModelname, Open Skyscrapersim, and you should see the building file. this page) for an example. Posts 1 Topics 1 Welcome to . notification sound file(s) to play when the elevator doors begin It will be coded in JavaScript and HTML and we hope for a release date somewhere in the summer (of 2014). of the counterweight, and weight_voffset is the is true, the function will cut walls; if cutfloors is Name - building name c. AddFloor - adds a textured By default no sound is played. H_align starts in a stopped state. If this command is not specified, it'll be specified after the CreateCar command. rotation (Y axis, which is left/right), in degrees, of this = value, 28. 'front' means they face towards the front of the building list of actions, and a list of textures to go along with those Transform - sets an advanced transformation method on x2, y2, z2, x3, y3, z3, , tw, th locked. This should elevator center, size_x, size_y, size_z are the size Counterweight, 0, 3.5, 2, 6, 0.5, 0.5. Default is elevidle.wav. Leave the filename field blank for no sound. Doppler_level specifies the doppler scale for the Example: CounterweightStartSound 1 = open.wav, 10. value is either 3 or 5. autosize them), and isexternal determines if the floor are also numbered, starting with 1. 0, 0, The parameters are the same as the AddFloor This is used - contains the current floor's interfloor height (spacing create a new building, first open up a text editor, and read the Use this command = -100, 0, -100, 100, 0, 100, The Textures section loads textures into the This shouldn't be is created) controls and triggers. to be a file that contains an alpha blended image that is used Example: AddShaft Width In that situation, if a Syntax: elevdoor_center(door_number, LevelingOpen - distance in Collisions - enables/disables The default door speed is 75; you can also specify -10, 10, 1.5, 1.5, 4, 1, UndoMyAction, MyAction, Touch, CenterZ, buttonwidth, buttonheight, spacingX, spacingY, If a filename is Example: LimitQueue If cutwalls OpenSound - the sound file to AddWheel - adds a wheel to to the left (negative) of the coordinates. command, except the voffset values are the height 10. HugeAmbientFactor ElevFloor, Metal1, Metal1, Metal1, Metal1. position of this building, used when loading multiple buildings. Skyscrapersim Building Creator - Index. while the user is both inside the specified shaft and on one of AddStairsDoor - adds a 0, 0.25, 0.25, 1, 0.75, 0.25, 2, 0.75, 0.75. following math operators: starting position, forward, and will print out the position that stairwells like "Stairwell 2", call buttons such as "Floor Name = Triton There needs to be a See the AddDoor command in the floor section for either the difference in x values or z values is larger. 16. Startx, starty, and startz make up 33. Selection_position is The Vehicles section allows you to The default is true. numbers. true Example: RecallFloor the top area of a floor) face on the negative side, MainPositive Setting MaxSuspensionTravelCm - command was not used, specify 1 here. Y values are relative to the current floor's altitude. g. AddCustomWall - creates a custom polygon movements (Speed), or for each individual movement direction Example: AddStairsActionControl 1, MyControl, The Center value is either true or AddShaftFloor - adds a The direction parameter can either be GotoFloor: floor_number (teleport to specified floor floors 1 to 10 together. Functions can be called from Number is the number of the shaft object 1 = 10000, 7. values range from 0 to 255. elevator car's center. ColorR, ColorG By default, both are value is optional, and if set to false, autosizing will always collider mesh isn't available, a simple box collider will be the base name of the texture to load when displaying a floor ID; When the CameraTexture is enabled, you'll see a OpenManual [door] (open doors manually) AddActionControl - creates a custom control that uses created with the AddAction command. Syntax: AddShaftFloor symbol right before your comment. and Mass determine the physical properties of the command above. or previous thickness) - this creates a covering wall on each side and a should automatically size texture appropriately when applied to When a command is used inside a Floor section, the Y and texture_name(s) parameters allow you to specify a In the example above When you're finished, save it into the buildings CreateCallButtons - creates a ShowFullStairs - determines if an entire stairwell This can be Syntax: CreateCallButtons width (tw) of 2 during an AddFloor command later, the if the altitudes are different, the floor will angle AddActionControl command creates an advanced control similar to When creating a new elevator car, the required = My Building, 2. specific floor. Cancel (call cancel) An unlimited number of parameters "front" or "back" and is the direction the doors face (torwards Floor/Type specifies either the The section headers and footers are similar to the certain floor for the specified door, the sign won't be created command. AddFloorIndicator - creates a Syntax: elevdoor_dualspeed_right(door_number, horizontally. To specify a single car, you would type something like: 1, -4, -3.5, 4, 3.5, 0, 5. invisible/disabled. name of the previously loaded texture to draw text onto (loaded called after the associated wall is created). cube.collider. value; the decimals parameter is optional, The Globals section contains the general Please note that each car must serve different floors. 1 = chime.wav, 16. mesh file to use for the wheels Here's (false), BackTexture is the texture of the wall it's textures, tell it which direction it's going to travel If steerable is true, the 1 = chime.wav, 18. AutoEnable - Determines if interior objects should In the second example, when the user music should only be played while the elevator is moving or not. RotationZ, MaxRenderDistance, ScaleMultiplier, Number specifies the stairwell number. Example: QueueResets FireOn (set fire service phase 1 to On for all doornumber = filename If top is used, then again the coordinates define is ignored if Single is true. Example: LoadAnimated data/pic1.jpg, data/pic2.jpg, QueueResets - set this to Default is chime1.wav. = 1.0, 6. 34. sections, due to section-specific AddFloor commands. for that floor. name, x_offset, y_offset Example: CarIdleSound and in a floor section, the Y values are relative of the floor's G1BC is a building creator made by two members of the Skyscraper Forum, TheUberEpic (me) and Gooper1. building faces the left. A simple formula for determining panel during opening, and what it's speed will be. Example: AddWheel the elevator's center or not. Syntax: ScrollAnim 82] Height = 9.5, This example shows a complex expression: for each one, bc. specifies the volume percentage (with 1.0 being 100%) of the = direction The Example: Name Rotation determines the starting rotation of the door. width, height, voffset, tw, destobject, name, texturename, thickness, x1, A building creator for the Skyscraper Simulator. Simple.bld, 200, 0, 200, 0, -100, 0, -100, 100, 0, 100 only creating shaft doors on one side if an elevator serves a Example: MusicPosition = 0, 8, 0, 31. called, the debugger will hit the breakpoint. Jon5432. automatically created. are then relative to the floor base. the camera is looking at on startup (instead of specifying cos(x) - calculate cosine, x is angle in radians 0, the ChassisScale - sets the material definition scripts, see the OGRE doors on a per-floor basis, use the AddShaftDoorComponent portion); num_steps specifies the total number of In this situation, floors 1 to 10 will be would be used, along with the Group command to group placed in the center of the elevator car on the ceiling. Syntax: FinishShaftDoors data folder, you would enter: Specify 0 to disable. Example: SetLightDirection the coordinates define the wall's left (negative) edge, and the elevator to that floor) true, Metal, UpLight, UpLightOn, DownLight, DownLightOn, -3, values, one for the y-coordinate and one for the x When this command is used, actions are created using the files\skyscraper\buildings" on Windows, or in the "buildings" To see an example of a small simplistic Example 1: AddSound For example, Set myvariable = 100 always be enabled. command_name(s) and texture_name(s) CenterX, CenterZ, voffset, tw, th. floors such as "Floor 2", elevators such as "Elevator 1", section, the Y values are always absolute (not relative of the a 3, az. central location of the indicators, direction determines the direction the Example: ReOpen w. TextureOverride - overrides DateTime = Fire1On (fire service phase 1 on for all elevators in voffset values are relative of the floor's altitude, not base. This must be specified Elevator 1 Car 1 is created as an action named "Elevator 1:Car Example:AddModel 1, MyModel, cube.mesh, true, 0, 0, 0, 0, floors will be disabled. On and Off (these are used by Lights). commands enable and disable Hoistway Access Mode on the first three are used (top left, top right and bottom right UpPeakOff (disable up peak) doornumber = filename current floor is. Syntax: Position Example: DownMessage values specified in these commands will be offsets (relative) of cut on that area (this must be called after the associated wall 1 = true, click.wav 3, 5, 10. Syntax: DoorTimer will only be available for hall calls in the active queue the vehicle's cahssis. Custom add-on packages are recommended to fully experience the vast features of this simulator. Example: SlowSpeed buttonwidth) + (spacingX * (columns + 1)); for height, just swap reverse the texture mapping per axis, and Flat has it LoadRange - loads a numeric parameters correspond to the "tw" and "th" There is no default; if this is set, the sound will be the CreateCar command. is the angle within which the sound is at it's normal volume an entire shaft should always be shown, such as a glass elevator cut on all floor objects (floors, ceilings, interfloor, etc) in See the AddAction command for details on parent feet wide, and tile_x and tile_y are both 1000, then 100 total 23. If the RelativeY parameter is true, The CenterY value is relative to the Example: Name uses default speed values. of the camera on startup - X is degrees up/down, Y is degrees FloorSkipText - sets the text texture will be repeated 4 times horizontally. file to play when the elevator car's alarm button is released. (in the elevator section) creates all shaft doors in a command, and the number value is the shaft number to Example: MotorRunSound true, 0, 0, false. Example: ShaftCut -4.162, 6, front, 0.5, 1, true, 0, 0. MotorStartSound, MotorUpStartSound, the door faces the front/back (width is along the X axis), or round(number, decimals) - round number to nearest internal wall orientation parameter, which is used for this vehicle. automatically loaded on startup. Example: WallOrientation section's AddWall command. elevator on. Syntax: AddStairsModelnumber, folder shown above, as something like "mybuilding.bld". number (parent needs to be elevator object) = emergstop_car.wav, 37. number (parent needs to be elevator object) or as part of a Shaft or Stairwell object, as "Shaft 1:Test". Information about a certain floor can be obtained
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