To create additional cars, this section is normally placed right after the elevator's CreateElevator command.
The section headers and footers are similar to the
ones in the Elevator section.
To specify a single car, you would type something like:
<Car 2>
and end it with:
<EndCar>
For a range of elevators, you would use something like:
<Cars 1 to
2>
and end with:
<EndCars>
When creating a new elevator car, the required values for each are the ServicedFloors parameter and the CreateCar command.
Variables:
%elevator%
- number of the current elevator
%car%
- number of the current car
Parameters:
1. Name - sets the name of the
car
Example: Name
= Lower Car
2. OpenSpeed - open/close speed
of the elevator doors. This must be specified after the
CreateCar command.
Syntax: OpenSpeed
doornumber = value
Example: OpenSpeed
1 = 0.2
3. SlowSpeed - open/close speed
multiplier of the elevator doors used for slow movement, usually
nudge mode. The default is 0.5, which ends up being half of the
door's speed value. This must be specified after the CreateCar
command.
Syntax: SlowSpeed
doornumber = value
Example: SlowSpeed
1 = 0.2
4. ManualSpeed - open/close speed
multiplier of the elevator doors used for manual movement. The
default is 0.2. This must be specified after the CreateCar
command.
Syntax: ManualSpeed
doornumber = value
Example: ManualSpeed
1 = 0.2
5. ServicedFloors - a
comma-separated list of floors this elevator car services.
Ranges can also be specified by putting a "-" between the
numbers. Please note that each car must serve different floors.
Example: ServicedFloors
= 0, 5, 6, 7-30, 31
6. DoorTimer - the length of time
(in milliseconds) that the elevator doors should stay open
before automatically closing. Specify 0 to disable. The default
is 5000, or 5 seconds. This must be specified after the
CreateCar command.
Syntax: DoorTimer
doornumber = value
Example: DoorTimer
1 = 10000
7. QuickClose - the length of
time (in milliseconds) that the elevator doors should stay open
before automatically closing, in quick-close mode. Specify 0 to
disable. The default is 3000, or 3 seconds. This must be
specified after the CreateCar command.
Syntax: QuickClose
doornumber = value
Example: QuickClose
1 = 10000
8. NudgeTimer - the length of
time (in seconds) that the doors have to remain open before the
elevator car activates nudge mode for the related door. Specify
0 to disable. The default is 30 seconds. This must be specified
after the CreateCar command.
Syntax: NudgeTimer
doornumber = value
Example: NudgeTimer
1 = 10
9. OpenSound - the sound file to
play when the elevator doors open. Default is elevatoropen.wav.
Leave the filename field blank for no sound. This must be
specified after the CreateCar command.
Syntax: OpenSound
doornumber = filename
Example: OpenSound
1 = open.wav
10. CloseSound - the sound file
to play when the elevator doors close. Default is elevatorclose.wav.
Leave the filename field blank for no sound. This must be
specified after the CreateCar command.
Syntax: CloseSound
doornumber = filename
Example: CloseSound
1 = close.wav
11. CarStartSound, CarUpStartSound,
CarDownStartSound - the sound file to play when the
elevator car starts moving/speeds up. Leave the filename field
blank for no sound. By default no sound is played. The first
command specifies both up and down sounds, while the others are
for either upwards movement or downwards movement.
Example: CarStartSound
= start.wav
12. CarMoveSound, CarUpMoveSound,
CarDownMoveSound - the sound file to play while the
elevator car is moving. This file is automatically looped by the
simulator. By default no sound is played. Leave the filename
field blank for no sound. The first command specifies both up
and down sounds, while the others are for either upwards
movement or downwards movement.
Example: CarMoveSound
= move.wav
13. CarStopSound, CarUpStopSound,
CarDownStopSound - the sound file to play when the
elevator car slows down and stops. By default no sound is
played. Leave the filename field blank for no sound. The first
command specifies both up and down sounds, while the others are
for either upwards movement or downwards movement.
Example: CarStopSound
= stop.wav
14. CarIdleSound - the sound file
to play when the elevator car is idle (generally the fan sound).
Default is elevidle.wav. Leave the filename field
blank for no sound.
Example: CarIdleSound
= idle.wav
15. ChimeSound - the sound file
to play when the elevator car arrives at a floor. Default is chime1.wav.
This must be specified after the CreateCar command. This is used
for both up and down chimes. Leave the filename field blank for
no sound.
Syntax: ChimeSound
doornumber = filename
Example: ChimeSound
1 = chime.wav
16. UpChimeSound - the sound file
to play when the elevator car arrives at a floor and it's
direction is up. Default is chime1-up.wav. Leave the
filename field blank for no sound. This must be specified after
the CreateCar command.
Syntax: UpChimeSound
doornumber = filename
Example: UpChimeSound
1 = chime.wav
17. DownChimeSound - the sound
file to play when the elevator car arrives at a floor and it's
direction is down. Default is chime1-down.wav. Leave
the filename field blank for no sound. This must be specified
after the CreateCar command.
Syntax: DownChimeSound
doornumber = filename
Example: DownChimeSound
1 = chime.wav
18. EarlyUpChimeSound - the sound
file to play during an early arrival notification of the
elevator and the direction is up.. Default is chime1-up.wav.
Leave the filename field blank for no sound. This must be
specified after the CreateCar command.
Syntax: EarlyUpChimeSound
doornumber = filename
Example: EarlyUpChimeSound
1 = chime.wav
19. EarlyDownChimeSound - the
sound file to play during an early arrival notification of the
elevator, and the direction is down. Default is chime1-down.wav.
Leave the filename field blank for no sound. This must be
specified after the CreateCar command.
Syntax: EarlyDownChimeSound
doornumber = filename
Example: EarlyDownChimeSound
1 = chime.wav
20. AlarmSound - the sound file
to play when the elevator car's alarm button is pressed. Default
is bell1.wav. Leave the filename field blank for no
sound.
Example: AlarmSound
= bell2.wav
21. AlarmSoundStop - the sound
file to play when the elevator car's alarm button is released.
Leave the filename field blank for no sound. Default is bell1-stop.wav.
Example: AlarmSoundStop
= bell2-stop.wav
22. BeepSound - the sound file to
play when the elevator car reaches a new floor. There is no
default; if this is set, the beeps will be automatically
enabled. If an asterisk (*) is specified, it is replaced with
the current floor number.
Example: BeepSound
= beep.wav
23. FloorSound - the sound
file(s) to play when the elevator car arrives at a floor;
normally this is used for files that speak the floor number.
There is no default; if this is set, the sounds will be
automatically enabled. If an asterisk (*) is specified, it is
replaced with the current floor number.
Example: FloorSound
= floor*.wav
24. UpMessage - the notification
sound file(s) to play after the elevator car arrives at a floor
and the doors open - this tells the passengers that the elevator
is going up. There is no default; if this is set, the sound will
be automatically enabled. If an asterisk (*) is specified, it is
replaced with the current floor number.
Example: UpMessage
= goingup.wav
25. DownMessage - the
notification sound file(s) to play after the elevator car
arrives at a floor and the doors open - this tells the
passengers that the elevator is going down. There is no default;
if this is set, the sound will be automatically enabled. If an
asterisk (*) is specified, it is replaced with the current floor
number.
Example: DownMessage
= goingdown.wav
26. OpenMessage - the
notification sound file(s) to play when the elevator doors begin
opening - this tells the passengers that the doors are opening.
There is no default; if this is set, the sound will be
automatically enabled. If an asterisk (*) is specified, it is
replaced with the current floor number.
Example: OpenMessage
= doorsopening.wav
27. CloseMessage - the
notification sound file(s) to play when the elevator doors begin
closing - this tells the passengers that the doors are closing.
There is no default; if this is set, the sound will be
automatically enabled. If an asterisk (*) is specified, it is
replaced with the current floor number.
Example: CloseMessage
= doorsclosing.wav
28. MessageOnMove - if set to
true, the Up/Down messages will be played when the elevator
starts moving, otherwise it'll play after the doors open.
The default is false.
Example: MessageOnMove
= true
29. MessageOnStart - if set to
true, the Up/Down messages will be played when the elevator
doors start opening, otherwise it'll play after the doors finish
opening. The default is false.
Example: MessageOnStart = true
30. MessageOnClose - if set to
true, the Up/Down messages will be played before the elevator
moves once the doors start closing, otherwise it'll play after
the doors finish opening. The default is false.
Example: MessageOnClose = true
31. Music - the sound file to
play for the elevator car music in both movement directions -
the sound is automatically looped. There is no default; if this
is set, the sound will be automatically enabled.
Example: Music
= musicfile.wav
32. MusicUp - the sound file to
play for the elevator car music in the up direction - the sound
is automatically looped. There is no default; if this is set,
the sound will be automatically enabled.
Example: MusicUp
= musicfile.wav
33. MusicDown - the sound file to
play for the elevator car music in the down direction - the
sound is automatically looped. There is no default; if this is
set, the sound will be automatically enabled.
Example: MusicDown
= musicfile.wav
34. NudgeSound - the sound file
to play while in nudge mode. Default is buzz.wav.
Leave the filename field blank for no sound. This must be
specified after the CreateCar command.
Syntax: NudgeSound
doornumber = filename
Example: NudgeSound
1 = buzz.wav
35. Doors - sets the number of
doors the elevator car will have. The default is 1. Set to 0 in
order to have a doorless elevator car.
Example: Doors
= 2
36. MusicPosition - sets the
position of the music sound emitter relative of the elevator
car's position. If this command is not specified, it'll be
placed in the center of the elevator car on the ceiling.
Syntax: MusicPosition
= x, y, z
Example: MusicPosition = 0, 8, 0
37. MusicOn - Enables or disables
music on start. Default is true.
Syntax: MusicOn
= false
38. MusicOnMove - Determines if
music should only be played while the elevator is moving or not.
Default is false.
Syntax: MusicOnMove
= true
39. DisplayFloors - sets the
floors that will be displayed by the elevator car's indicators.
This command uses the same syntax as the ServicedFloors command.
Syntax: DisplayFloors
= 0, 9, 19, 29
40.
AutoEnable - Determines if interior objects should
automatically be enabled or disabled when the user enters/exits
the elevator car (set to false for glass elevators).
Syntax: AutoEnable
= false
41. DoorSensor - enable or
disable the door sensor (electric eye), which is a trigger
object placed in the elevator door area. Default is enabled for
automatic doors. A second parameter specifies the sound file to
play when switching between on and off - this is normally used
for a relay switch sound effect. Only specify the first
parameter for no sound. This must be specified after the
CreateCar command.
Syntax: DoorSensor
doornumber = enable[, filename]
Example: DoorSensor
1 = true, click.wav
To have the sensor play a continuous beep while it's on
(obstructed), create a sound inside the elevator car with the
AddSound command using the filename of the beep sound you want,
and then create an action with the elevator car's "sensor"
command name. So for elevator 1 car 1, you would create an
action named "Elevator 1:Car 1:sensor", and the action would do
a "playsound" command on the sound you created.
42. CarEmergencyStopSound - the
sound file to play for the elevator car when an emergency stop
is initiated. Leave the filename field blank to use the normal
car stop sound, if specified. By default no sound is played.
Example: CarEmergencyStopSound
= emergstop_car.wav
43. IndependentService - enables
independent service mode for the elevator, and makes this car
the active car for the mode.
Example: IndependentService
= true
44. FireService2 - sets the fire
service phase 2 mode that the elevator will start with, and
makes this car the active car for the mode. Default is 0. Values
are 0 for off, 1 for on, 2 for hold.
Syntax: FireService2
= 1
45. TimerDelay - specifies the key input
timer delay, for keypads, in seconds. The default is 2
seconds.
Example: TimerDelay = 1
46. InvalidInput - specifies
keypad input values that should be treated as invalid.
Example: InvalidInput = 13, 23
Commands:
1. CreateCar - creates an
elevator car on the specified floor. This command is only used
for creating additional cars, since the elevator's
CreateElevator command creates Car 1 automatically. The Floor
value must be greater than the previous car's floor.
Syntax: CreateCar
floor
Example: CreateCar 1
2. AddFloor - adds a textured
floor with the specified dimensions for the car
Syntax: AddFloor
name, texturename, thickness, x1, z1,
x2, z2, voffset1, voffset2,
reverse_axis, texture_direction, tw, th
Example: AddFloor
Floor1, Wood2, 0.5, -3.5, -3, 3.5, 3, 0, 0, false, false, 0, 0
3. AddWall - adds a textured wall
for the car
Syntax: AddWall
name, texturename, thickness, x1, z1,
x2, z2, height1, height2, voffset1,
voffset2, tw, th
Example: AddWall
Wall1, Wood1, 0.5, -3.5, 3, 3.5, 3, 8, 8, 0, 0, 2, 2
The car's AddWall command is similar to the other AddWall commands.
4. AddDoors - creates elevator
car doors
Syntax: AddDoors
number, lefttexture, righttexture, thickness,
CenterX, CenterZ, width, height, direction, tw, th
The AddDoors command creates working elevator car doors at the central location specified by CenterX and CenterZ, with width and height specifiying the width and height of each door, and Direction specifying the direction that the doors face (currently there are only 2: false if the doors are on the left or right sides, and true if the doors are on the front or back sides). Number specifies the number of the door to create (related to the Doors command) - if the car only has one door, or if the Doors command was not used, specify 1 here.
5. AddShaftDoors - creates
elevator shaft doors
Syntax: AddShaftDoors
number, lefttexture, righttexture, thickness,
CenterX, CenterZ, voffset, tw, th
The AddShaftDoors command creates working elevator shaft doors at the central location specified by CenterX and CenterZ. Other parameters such as width, height, and direction are taken from the AddDoors command (so the regular elevator car doors need to be created first). The voffset parameter allows you to create shaft doors at a different vertical position than the base of the floor, and the elevator will automatically stop according to the shaft door's voffset for that floor. These doors should be moved slightly away from the car doors (to separate them both). Also, this command creates doors at all the floors specified in the ServicedFloors value, and cuts any shaft walls that are within the door area (and so this must be called after the shaft walls are created). Number specifies the number of the door to create (related to the Doors command) - if the elevator car only has one door, or if the Doors command was not used, specify 1 here.
6. CreatePanel - creates a button
panel
Syntax: CreatePanel
texturename, rows, columns, direction, CenterX,
CenterZ, buttonwidth, buttonheight, spacingX, spacingY,
voffset, tw, th
Example: CreatePanel Wall1, 5, 5, right, -3, -3, 0.15, 0.15,
0.3, 0.45, 4.5, 0, 0
The CreatePanel command creates a button panel at a position relative to the elevator car's center position (origin). Rows and Columns define the grid size of the panel. Direction is either "front", "back", "left" or "right", defining which direction the panel faces. SpacingX is the space (percent of a button's width) horizontally between each button, and spacingY is the space (percent of a button's height) vertically between each button. Not all positions need to be used; this is simply to provide a grid layout for the panel. This command also determines the width and height of the panel based on the spacing and button sizes. A simple formula for determining panel width or height is this - for width, it's (columns * buttonwidth) + (spacingX * (columns + 1)); for height, just swap columns with rows and spacingX with spacingY. If a texture is not specified, the back portion of the panel will not be shown.
7. AddButton - creates a standard
button on the panel
Syntax: AddButton
panel_number, sound, texture_unlit, texture_lit,
row, column, floor/type, width, height[, hoffset, voffset]
Example 1: AddButton
1, switch.wav, Button5, ButtonLit5, 7, 3, 4, 1, 1
Example 2: AddButton
1, , Button5, ButtonLit5, 7, 3, 4, 1, 1, 0.1, -0.1
The AddButton command creates a button on the button panel created with CreatePanel. Panel_number specifies the number of the panel to add the button to. Row and Column specify the position on the grid where the button should be. Floor/Type specifies either the floor number that this button calls, or the action name such as "Open" (see the AddControl command for more info). Width and Height specify the width and height of the button, as a percentage of a single grid unit size (1 being 100%, 0.5 being 50%). If both values are 0, the default of 1 is used for both values. If only one of the values is 0, then the exact size other is used; for example, if width is 0 and height is 1 (or any other number), then the width will end up being the same size as the height. Hoffset and Voffset are optional parameters, and are used to position the button outside the normal grid, and are in grid units (buttonwidth and buttonheight parameters of the CreatePanel function). In the second example, the button is positioned 0.1 grid units to the right, and 0.1 grid units down. Notice that no sound is specified in the 2nd example - this means that a sound won't be played.
8. AddControl - advanced command
for creating buttons, switches and knobs on the panel
Syntax: AddControl
panel_number, sound, row, column, width, height, hoffset,
voffset, selection_position, command_name(s),
texture_name(s)
Example 1: AddControl 1, switch.wav, 7, 3, 1, 1, 0, 0, 1,
open, ButtonOpen
Example 2: AddControl
1, switch.wav, 7, 3, 1, 1, 0, 0, 1, FanOff, FanOn,
SwitchFanOff, SwitchFanOn
Example 3: AddControl
1, switch.wav, 7, 3, 1, 1, 0, 0, 1, Off, 4, Button5,
ButtonLit5
Example 4: AddControl
1, switch.wav, 7, 3, 1, 1, 0, 0, 1, Fire2Off, Fire2On,
Fire2Hold, FireKnob1, FireKnob2, FireKnob3
The AddControl command creates an advanced control on the specified button panel (created with CreatePanel). Most of the parameters are the same as the AddButton command, but the command_name(s) and texture_name(s) parameters allow you to specify a list of commands, and a list of textures to go along with those commands. A texture needs to be specified for every command; if you specify 3 commands and only 2 textures, you will get an error. The first example shows a door open button being created, with the command "open" and the texture "ButtonOpen". The 2nd example shows a fan switch being created, with the first command being "FanOff" with the "SwitchFanOff" texture being used for that, and "FanOn" for the second command with the "SwitchFanOn" texture being used for that. Example 3 shows a standard floor button being created (which is what the AddButton command does) and example 4 shows a fire service mode knob being created with 3 positions. Leave the sound field blank for no sound to be played. The selection_position parameter specifies the starting selection position, which is normally 1.
Available command names for elevators:
Off (no action)
[floor number] (specify only the floor number to send
elevator to that floor)
Open [door] (open doors)
Close [door] (close doors)
OpenInt [door] (open interior/car doors)
CloseInt [door] (close interior/car doors)
OpenExt [door] (open exterior/shaft doors)
CloseExt [door] (close exterior/shaft doors)
OpenManual [door] (open doors manually)
CloseManual [door] (close doors manually)
OpenIntManual [door] (open interior/car doors manually)
CloseIntManual [door] (close interior/car doors
manually)
OpenExtManual [door] (open exterior/shaft doors
manually)
CloseExtManual [door] (close exterior/shaft doors
manually)
StopDoors [door] (stop doors during manual movement)
Cancel (call cancel)
Run (put elevator in run state)
Stop (put elevator in stop state)
EStop (emergency stop)
Alarm (alarm trigger)
Fire1Off (fire service phase 1 off for all elevators in
same bank, which means all served by first call button on recall
floor)
Fire1On (fire service phase 1 on for all elevators in
same bank)
Fire1Bypass (fire service phase 1 bypass for all
elevators in same bank)
Fire2Off (fire service phase 2 off)
Fire2On (fire service phase 2 on)
Fire2Hold (fire service phase 2 hold)
UpPeakOn (enable up peak)
UpPeakOff (disable up peak)
DownPeakOn (enable down peak)
DownPeakOff (disable down peak)
PeakOff (disable both peak modes)
IndOn (enable independent service mode)
IndOff (disable independent service)
InsOn (enable inspection service mode)
InsOff (disable inspection service)
AcpOn (enable ACP mode)
AcpOff (disable ACP mode)
FanOn (enable fan/idle sound)
FanOff (disable fan/idle sound)
Hold [door] (hold door and disable door sensor
temporarily)
MusicOn (enable music sound)
MusicOff (disable music sound)
UpOn (manual elevator up on)
UpOff (manual elevator up off)
DownOn (manual elevator down on)
DownOff (manual elevator down off)
InsUpOn (inspection mode up on)
InsUpOff (inspection mode up off)
InsDownOn (inspection mode down on)
InsDownOff (inspection mode down off)
GoOn (inspection mode go on)
GoOff (inspection mode go off)
Return (return to nearest serviced floor after stop)
Up (move up for manual elevator, for a button held by
mouse button)
Down (move down for manual elevator, for a button held
by mouse button)
InterlocksOn (enable interlocks)
InterlocksOff (disable interlocks)
Sensor [door] (open and hold doors without disabling
sensor, used by door sensor)
Reset [door] (reset door timer and turn on door sensor,
which turns off hold)
SensorOn [door] (enable door sensor)
SensorOff [door] (disable door sensor)
SensorReset [door] (same as Reset but doesn't touch
sensor setting)
Input1 (number 1 on keypad)
Input2 (number 2 on keypad)
Input3 (number 3 on keypad)
Input4 (number 4 on keypad)
Input5 (number 5 on keypad)
Input6 (number 6 on keypad)
Input7 (number 7 on keypad)
Input8 (number 8 on keypad)
Input9 (number 9 on keypad)
Input0 (number 0 on keypad)
InputMinus (minus on keypad)
InputStar (star on keypad)
InputBackspace (extra feature with character "<")
Some commands in the above list have an optional Door
parameter. For example, Open 2 will open door 2, while
Open or Open 0 will open all doors.
When this command is used, actions are created using the
specified commands. The resulting names of the actions are the
elevator name, followed by a colon, then the Car name followed
by another colon, and then the command name, in order to be
unique to each elevator and car. So the "Open" command for
Elevator 1 Car 1 is created as an action named "Elevator 1:Car
1:open", and you can specify more actions with that name to run
multiple actions when the elevator car opens it's doors.
9. AddFloorIndicator - creates a floor
indicator
Syntax: AddFloorIndicator texture_prefix,
blank_texture, direction, CenterX, CenterZ, width, height,
voffset
The AddFloorIndicator command creates a floor indicator at the position (relative to the elevator car) specified by CenterX and CenterZ. Direction is the direction the indicator faces, and can be either "left", "right", "front" or "back". This command can be given multiple times to create multiple indicators. Texture_prefix is the base name of the texture to load when displaying a floor ID; for example if the elevator car is on floor 3, and you specify a prefix of "Button", it'll load the "Button3" texture. Blank_texture specifies a texture to be used when the indicator is blank.
10. AddDirectionalIndicator -
creates an internal directional indicator/lantern
Syntax: AddDirectionalIndicator ActiveDirection,
Single, Vertical, BackTexture, UpTexture, UpTextureLit,
DownTexture, DownTextureLit, CenterX, CenterZ, voffset,
direction, BackWidth, BackHeight, ShowBack, tw, th
Example: AddDirectionalIndicator false, false, true,
Metal, UpLight, UpLightOn, DownLight, DownLightOn, -3,
-4.162, 6, front, 0.5, 1, true, 0, 0
This command will create a directional indicator inside the elevator car, and the positioning is relative of the elevator car's center.
ActiveDirection determines if the indicator should continuously display the active elevator direction (true), or if it should show the elevator's direction for the current call (false, default)
Single determines if a single indicator light should be created instead of two. If this is true, the unlit texture is specified in UpLight, and the DownLight value is ignored.
Vertical determines if the two lights should be vertically separated (true), or horizontally separated (false)
BackTexture is the texture of the wall plate behind the lights
UpTexture and DownTexture are the textures used for the lights themselves, and the "Lit" texures are the ones to show when the light is on. DownTexture is ignored if Single is true.
CenterX and CenterZ are the central location of the indicators
voffset is the altitude offset that the object is above each floor
direction determines the direction the
indicators face:
'front' means they face towards the front of the building
'back' means they face towards the back of the building
'left' means they face left
'right' means they face right
BackWidth and BackHeight are the width and height of the wall plate
ShowBack determines if the wall plate should be shown, and is either true or false
tw and th are the texture scaling for the wall plate.
11.
AddDirectionalIndicators - creates the elevator's
exterior directional indicator/lanterns (similar to the
CreateCallButtons command)
Syntax: AddDirectionalIndicators Relative,
ActiveDirection, Single, Vertical, BackTexture, UpTexture,
UpTextureLit, DownTexture, DownTextureLit, CenterX,
CenterZ, voffset, direction, BackWidth, BackHeight,
ShowBack, tw, th
Example: AddDirectionalIndicators true, false, false,
true, Metal, UpLight, UpLightOn, DownLight, DownLightOn, -3,
-4.162, 6, front, 0.5, 1, true, 0, 0
This command will create directional indicators on all floors the elevator car serves. It'll also automatically create the up and down lights depending on the floor. To create indicators on a per-floor basis, use the AddDirectionalIndicator command in the Floor section.
Relative determines if the X and Z coordinates are relative to the elevator car's origin (center) or not.
ActiveDirection determines if the indicator should continuously display the active elevator direction (true), or if it should show the elevator's direction for the current call (false, default)
Single determines if a single indicator light should be created instead of two. If this is true, the unlit texture is specified in UpLight, and the DownLight value is ignored.
Vertical determines if the two lights should be vertically separated (true), or horizontally separated (false)
BackTexture is the texture of the wall plate behind the lights
UpTexture and DownTexture are the textures used for the lights themselves, and the "Lit" texures are the ones to show when the light is on. DownTexture is ignored if Single is true.
CenterX and CenterZ are the central location of the indicators
voffset is the altitude offset that the object is above each floor
direction determines the direction the
indicators face:
'front' means they face towards the front of the building
'back' means they face towards the back of the building
'left' means they face left
'right' means they face right
BackWidth and BackHeight are the width and height of the wall plate
ShowBack determines if the wall plate should be shown, and is either true or false
tw and th are the texture scaling for the wall plate.
12. SetShaftDoors - (deprecated)
sets positioning and thickness of shaft doors which will be
created with the older AddShaftDoor command. Please
use the newer AddShaftDoor syntax instead.
Syntax: SetShaftDoors number,
thickness, CenterX, CenterZ
This command must be used before calling the older AddShaftDoor command. This specifies the thickness and X/Z positioning for the shaft doors that will be created. Number specifies the door number this is associated with (use 1 if only one door).
13. AddFloorSigns - creates floor
signs on all floors serviced by the elevator car
Syntax: AddFloorSigns door_number,
relative, texture_prefix, direction, CenterX, CenterZ,
width, height, voffset
The AddFloorSigns command creates floor signs (similar to floor indicators) on all the floors serviced by the current elevator car. Direction is the direction the signs face, and can be either "left", "right", "front" or "back". Texture_prefix is the base name of the texture to load when displaying a floor ID; for example if the sign is on floor 3, and you specify a prefix of "Button", it'll load the "Button3" texture. Door_number specifies the door number to check against, meaning if shaft doors don't exist on a certain floor for the specified door, the sign won't be created on that floor. This can be bypassed by setting door_number to 0.
14. AddSound - creates a
user-defined sound at the specified position
Syntax: AddSound
name, filename, x, y, z, loop[, volume, speed,
min_distance, max_distance, doppler_level,
cone_inside_angle, cone_outside_angle, cone_outside_volume,
direction_x, direction_y, direction_z]
Example 1: AddSound
MySound, sound.wav, 10, 100, 5, true
Example 2: AddSound MySound, ambient.ogg, 10, 100, 5, true, 1, 100,
1, -1, 0, 360, 360, 1, 0, 0, 0
For information on the parameters, see the AddSound command in the Global Commands section. The only difference here is that the X, Y and Z position values are relative of the elevator car's center/origin. Loop specifies if the sound should loop and play on startup.
15. AddDoorComponent - creates a
single elevator car door component, used for creating custom
door styles
Syntax: AddDoorComponent
number, name, texture, sidetexture, thickness, direction,
openspeed, closespeed, x1, z1, x2, z2, height, voffset, tw,
th, side_tw, side_th
Example: AddDoorComponent 1, Left, ElevDoors, Black, 0.2, left, 0.3, 0.3, -1.75, 0, 0, 0, 8, 0, 0, 0, 0, 0
The AddDoorComponent command allows you to create your own custom door styles. It creates a single door component within a set - for example, the standard center-open doors have 2 door components: left and right. With this command you specify the positioning of a component similar to wall creation, specify it's textures, tell it which direction it's going to travel during opening, and what it's speed will be. Number specifies the number of the door to create (related to the Doors command) - if the elevator car only has one door, or if the Doors command was not used, specify 1 here. Texture refers to the texture used on the main (front and back) sides of the door. SideTexture refers to the texture used on the sides (and top/bottom) of the door. Direction is either Up, Down, Left (or Front; is the same), or Right (or Back; is also the same). Side_tw and side_th specify the texture tiling for the sides. Use the FinishDoors command after creating the components. The above example creates the left door component for the standard center-open doors, and uses default speed values. This command replaces the AddDoors command.
16. AddShaftDoorsComponent -
creates a single shaft door component for all serviced floors -
used for creating custom door styles
Syntax: AddShaftDoorsComponent
number, name, texture, sidetexture, thickness, direction,
openspeed, closespeed, x1, z1, x2, z2, height, voffset, tw,
th, side_tw, side_th
This command is almost identical to the AddDoorComponent command, except that it creates shaft doors. Use the FinishShaftDoors command after creating the components. This command replaces the AddShaftDoors command. To create shaft doors on a per-floor basis, use the AddShaftDoorComponent command in the Floors section.
17. FinishDoors - finishes
elevator car door creation - use this after all related
AddDoorComponent commands are used.
Syntax: FinishDoors
number[, door_walls, track_walls]
This command completes the elevator car door creation by storing the central location and shift factor, cutting walls for the door, creating side connection pieces for the cut, etc. The optional door_walls option specifies if the command should create the side door filler walls (texture used is "ConnectionWall"), and the optional track_walls option specifies if the top/bottom track connection walls should be made (texture used is "Connection").
18. FinishShaftDoors - finishes
shaft door creation for all serviced floors - use this after all
related AddShaftDoorsComponent commands are used, or specify it
without the AddShaftDoorComponent commands if you're creating a
manual shaft door.
Syntax: FinishShaftDoors
number[, door_walls, track_walls]
This command is almost identical to the FinishDoors command except that it's used for finishing shaft doors on all serviced floors.
19. AddDoor - adds a textured
door in the specified location, which moves with the elevator
car
Syntax: AddDoor
opensound, closesound, texturename, open, thickness,
direction, speed, CenterX, CenterZ, width,
height, voffset, tw, th
See the AddDoor command in the floor section for information on the parameters. CenterX and CenterZ are relative of the elevator car's center.
20. AddModel - adds a 3D model to
the elevator car. If a filename is specified, the model's
textures/materials must be defined in a separate ".material"
file, and a separate collider mesh ".collider.mesh" will be
loaded. In that situation, if a collider mesh isn't available, a
simple box collider will be created. If a filename is not
specified, this command will create a new empty model, where
it's name can be used as the destobject parameter in
other commands (in the related Elevator or Car section), and a
collider will be automatically created.
Syntax: AddModel name,
filename,
center, CenterX, CenterY, CenterZ, RotationX, RotationY,
RotationZ, MaxRenderDistance, ScaleMultiplier,
EnablePhysics, Restitution, Friction, Mass
Example 1: AddModel MyModel, cube.mesh, true, 0, 0,
0, 0, 0, 0, 0, 1, false, 0, 0, 0
Example 2: AddModel
MyModel, cube.mesh, true, 0, 0, 0, 0, 0, 0, 0, 1, true, 0.1,
0.5, 0.1
Example 3: AddModel
MyModel, , false, 0, 0, 0, 0, 0, 0, 0, 1, true, 0.1, 0.5, 0.1
The Center value is either true or false, and determines if the loaded model should be automatically centered, otherwise the exact mesh positioning in the model file will be used. The CenterY value is relative to the current elevator car's base. MaxRenderDistance determines the maximum distance in feet that the object will be shown (0 means unlimited). ScaleMultiplier allows you to change the size of the object during the load - for example, set to 2 to double the size. Models are in the OGRE native mesh format. In the example, the material/texture file is cube.material, and the optional collider mesh file is cube.collider.mesh. EnablePhysics enables Bullet physics on the object, and Restitution, Friction and Mass determine the physical properties of the object.
21.
AddActionControl - creates a custom control that uses
a specific action defined by AddAction.
Syntax: AddActionControl
name, sound, direction, centerx, centerz, width, height,
voffset, selection_position, action_name(s), texture_name(s)
Example: AddActionControl MyControl, switch.wav, front,
-10, 10, 1.5, 1.5, 4, 1, UndoMyAction, MyAction, Touch,
TouchLit
AddActionControl command creates an advanced control similar to
elevator button panel controls, but assigned to an action
created with the AddAction command. The action_name(s)
and texture_name(s) parameters allow you to specify a
list of actions, and a list of textures to go along with those
actions. There needs to be a texture for every action; if you
specify 3 actions and only 2 textures, you will get an error.
The control starts up in the first action, and switches to the
next actions in sequence when it's clicked. Direction
is the direction the control itself will face in 3D space
(front, left, right, back). Voffset is relative of the
elevator car's base. Leave the sound field blank for no sound to
be played. Selection_position is the starting
selection position, which is normally 1.
22.
AddTrigger - creates a trigger that is used to signal
an action when the user's camera enters or leaves the defined
area.
Syntax: AddTrigger
name, sound, start_x, start_y, start_z, end_x, end_y,
end_z, action_names(s)
Example: AddTrigger MyTrigger, switch.wav, -30, 0, -30,
-20, 10, -20, UndoMyAction, MyAction
AddTrigger creates a trigger similar to action controls
(AddActionControl) and elevator controls. The action_names(s)
parameter allows you to specify a list of actions that this
trigger will call when the camera enters or exits the area. The
trigger starts in the first action, and will switch to each
consecutive action when the users enters/leaves. The X,
Y and Z parameters specify the 3D box that
defines the trigger area, and are relative of the elevator car's
location. Leave the sound field blank for no sound to
be played.
23.
AddKeypadIndicator - creates a keypad indicator for
this car.
Syntax: AddKeypadIndicator sound, texture_prefix,
blank_texture, direction, CenterX, CenterZ, width, height,
voffset, timer_duration
Example: AddKeypadIndicator mechchime9.wav,
Button, Black, right, 0, 0, 0.5, 0.5, 1, 5
The AddKeypadIndicator command creates a
keypad indicator for the associated car. Sound is
the sound played when displaying that a call has been requested
and the different errors relating to the keypad, and if an
asterisk is specified, the asterisk is replaced with the message
shown on the screen, so "Sound*.wav" would change to
"SoundRequested.wav". Texture_prefix specifies the
base name of the texture used, so if "Button" is specified, the
texture "ButtonRequested" would load when a call is
requested. Blank_texture is the texture to use
when off. CenterX and CenterZ are the
center locations of the indicator. Timer_duration
specifies how long the indicator message should be displayed, in
seconds. The error text used is both "??" and "XX", so
make sure to load textures for those (such as "Button??").
The "??" value is displayed when a floor entry is invalid, and
the "XX" entry means "error". For error sounds, since the
"??" characters sometimes can't be used in filenames, the
simulator will expand it to "Invalid", and "XX" to "Error", so
as an example the sounds will be "SoundInvalid.wav" and
"SoundError.wav", if "Sound*.wav" is used for the sound
parameter.
24. AddElevatorIDSigns - creates
elevator ID signs on all floors serviced by the elevator car
Syntax: AddElevatorIDSigns door_number,
relative, texture_prefix, direction, CenterX, CenterZ,
width, height, voffset
The AddElevatorIDSigns command creates elevator ID signs on all the floors serviced by the current elevator car. Direction is the direction the signs face, and can be either "left", "right", "front" or "back". Texture_prefix is the base name of the texture to load when displaying an elevator ID; for example if the sign is for an elevator with an ID of A, and you specify a prefix of "Button", it'll load the "ButtonA" texture. Door_number specifies the door number to check against, meaning if shaft doors don't exist on a certain floor for the specified door, the sign won't be created on that floor. This can be bypassed by setting door_number to 0.
25. AddReverb - creates a reverb
object at the specified position
Syntax: AddReverb
name, type, x, y, z, min_distance, max_distance
Example: AddReverb
MyReverb, ConcertHall, 0, 0, 0, 0, 100
Reverb objects apply a certain type of reverb in a sphere.
All sounds within this sphere are then heard with the reverb.
For information on the parameters, see the AddReverb command in
the Global Commands section. The only difference here is that
the Y value is relative of the elevator car's base, and moves
with the elevator car.