The Floor Section
The Floor section can either be defined as a
single floor, using the Floor name, or as a range of
floors, using the Floors name.
For a single floor, the section would start with this:
<Floor number>
and end with this:
<EndFloor>
For example, a floor section for a lobby would use this:
<Floor 0>
For multiple floors, the section would start with
this:
<Floors start
to finish>
and end with this:
<EndFloors>
For example, to work with floors 5-10, you would type:
<Floors 5 to 10>
Or to work with basement floors -1 to -5, you would type:
<Floors -1 to -5>
Ranges in this can be specified in either
direction. Floors above ground start with 0 (so a 15-story
building would have floors 0-14). Also, floors must be made in
the proper order: basement levels must be created in descending
order (-1, -2, -3 etc), and above-ground floors in ascending
order (0, 1, 2, etc).
If floor 0 is created first, and then basement levels, floor
-1's altitude will be adjusted based on floor 0's altitude;
otherwise if floor -1 is created first, it's altitude will be
the negative full height.
Variables:
%floor%
- contains the current floor number
%height%
- contains the current floor's ceiling height
%interfloorheight%
- contains the current floor's interfloor height (spacing
between floors)
%fullheight%
- contains the current floor's total height, including the
interfloor height
%base%
- if the InterfloorOnTop parameter in the Globals section is set
to 'false' (the default), then Base refers to the floor's
altitude plus interfloor height (slab height); otherwise it's
the floor's altitude
%floorname%
- the floor's name
%floorid%
- the floor's ID
%floornumberid%
- the floor's NumberID
%floortype%
- the floor's type
%description%
- the floor's description
Parameters:
1. Name - the name of the current
floor, required
Example: Name
= Floor %floor%
2a. ID - the floor indicator name
for the current floor, such as L (for Lobby), LL (lower level),
M (Mezzanine), etc. This is also used to determine what texture
should be loaded for the elevator floor indicators and floor
signs. The texture name would be "Button[ID]" - so if the ID is
10, the texture name would be "Button10".
ID = %floor%
2b. NumberID - the numeric ID for
the current floor, used mainly for Destination Dispatch
keypads. This is preferred instead of the floor number,
because floor numbers start at 0, and are used as a floor array
instead of the actual floor numbers that you would prefer.
If your building has a floor 0, you would set NumberID
to 1 for that floor. Floor 13 for example can be skipped
by setting NumberID to 14.
NumberID = 14
3. Type - the type of floor the
current floor is. The types are still being defined, but the
currently used ones are Basement, Lobby, Mezzanine, Conference,
Office, Service, Skylobby, Hotel, Apartment, Condominium,
Restaurant, Observatory, Recreation, Ballroom, Communications,
and Roof. (Required)
Type = Office
4. Description - description of
the current floor, optional
Description =
Offices
5. Height - the floor-to-ceiling
height of the current floor, required
Height = 9.5
6. InterfloorHeight - the height
in feet of the space between floors (below each floor), starting
at the floor's altitude, and ending right below the level's
floor; required.
InterfloorHeight
= 2.24
7. Altitude - this parameter is
optional and is only recommended if the first level has an
interfloor area that needs to be below ground. If this parameter
is not used, the altitude will be calculated automatically.
Altitude =
-2.24
8. Group - group floors together.
This is a list of comma-separated floor numbers (or a range
specified with the - symbol) that should be enabled along with
this floor when the user arrives at this floor. For example, if
a 2-story room has a balcony, and the room base and balcony are
separate floors, you would specify the other floor's number in
this parameter.
Examples:
Group = 5
Group = 4, 5
Group = 4 - 10
Commands:
1. Exit - exits the current floor section
2. AddFloor - adds a textured
floor with the specified dimensions to the current floor/level
Syntax: AddFloor
name, texturename, thickness, x1, z1,
x2, z2, voffset1, voffset2,
reverse_axis, texture_direction, tw, th,
isexternal
Example: AddFloor
My Floor, Brick, 0.5, -10, -10, 10, 10, 0, 0, False, False, 0,
0, False
Voffset1 and voffset2 are the height in feet above the current floor's base; tw and th are to size/tile the texture (0 lets the app autosize them), and isexternal determines if the floor is part of the building's external framework, or is part of the current floor (is either True or False). Name is a user-defined name for the object. The reverse_axis parameter reverses the axis that the difference in altitude/voffset for floors corresponds to. If this is false, and the altitude values are different, the floor will angle upward/downward along the Z axis (front/back), and if set to true, the floor will angle along the X axis (left/right). If texture_direction is false, the texture will be mapped horizontally on the floor; if true, it'll be mapped vertically. If isexternal is true, the voffset values are relative of the floor's altitude, not base.
3. AddWall - adds a textured wall
with the specified dimensions to the current floor/level
Syntax: AddWall
name, texturename, thickness, x1, z1,
x2, z2, height1, height2,
voffset1, voffset2, tw, th,
isexternal
Example: AddWall
My Wall, Brick, 0.5, -10, -10, 10, 10, 10, 10, 0, 0, 0, 0,
False
Height1 is the wall height in feet at the first coordinate set (x1 and z1), and height2 is for the second set (x2, and z2). Voffset1 is the vertical offset in feet (from the floor's base) for the first coordinate set, and voffset2 is for the second set. Tw and th are the texture sizing/tiling multipliers, and isexternal determines if the wall is part of the building's external framework (true) or if it's part of the current floor (false). If isexternal is true, the voffset values are relative of the floor's altitude, not base.
4. AddInterfloorFloor - adds a
textured floor below the floor of the current floor/level
Syntax: AddInterfloorFloor
name, texturename, thickness, x1, z1,
x2, z2, voffset1, voffset2,
reverse_axis, texture_direction, tw, th
Example: AddInterfloorFloor
My IFloor, Brick, 0.5, -10, -10, 10, 10, 0, 0, 0, 0
The parameters are the same as the AddFloor command, except the voffset values are the height offset in feet above the current floor's altitude, not above the base.
5. AddInterfloorWall - adds a
textured wall below the floor of the current floor/level
Syntax: AddInterfloorWall
name, texturename, thickness, x1, z1,
x2, z2, height1, height2,
voffset1, voffset2, tw, th
The parameters are the same as the AddWall command, and the voffset values are the same as the AddInterfloorFloor command.
6. AddShaftFloor - adds a
textured floor to the specified shaft, on the current floor
Syntax: AddShaftFloor
number, name, texturename, thickness, x1, z1,
x2, z2, voffset1, voffset2,
reverse_axis, texture_direction, tw, th
Example: AddShaftFloor
1, My Floor, Brick, 0.5, -10, -10, 10, 10, 0, 0, false, false,
0, 0
The parameters are the same as the AddFloor command, and the number value is the shaft number to use. The x1, z1, x2, and z2 parameters are offsets of the shaft's origin (similar to creating elevator walls and floors)
7. AddShaftWall - adds a textured
wall to the specified shaft, on the current floor
Syntax: AddShaftWall
number, name, texturename, thickness, x1, z1,
x2, z2, height1, height2,
voffset1, voffset2, tw, th
The parameters are the same as the AddWall command, and the number value is the shaft number to use. Also, the x1, z1, x2, and z2 parameters are offsets of the shaft's origin (similar to creating elevator walls and floors)
8. AddStairsFloor - adds a
textured floor to the specified stairwell, on the current floor
Syntax: AddStairsFloor
number, name, texturename, thickness, x1, z1,
x2, z2, voffset1, voffset2,
reverse_axis, texture_direction, tw, th
Example: AddStairsFloor
1, My Floor, Brick, 0.5, -10, -10, 10, 10, 0, 0, false, false,
0, 0
The parameters are the same as the AddFloor command, and the number value is the stairwell number to use
9. AddStairsWall - adds a
textured wall to the specified stairwell, on the current floor
Syntax: AddStairsWall
number, name, texturename, thickness, x1, z1,
x2, z2, height1, height2,
voffset1, voffset2, tw, th
The parameters are the same as the AddWall command, and the number value is the stairwell number to use. Also, the x1, z1, x2, and z2 parameters are offsets of the stairwell's origin (similar to creating elevator walls and floors)
10. ColumnWallBox - creates 4
walls (box) at the specified coordinate locations, as part of
the current floor's columnframe mesh
Syntax: ColumnWallBox
name, texturename, x1, x2, z1,
z2, height, voffset, tw,
th, inside, outside, top, bottom
Example: ColumnWallBox
My Box, Brick, -10, 10, -10, 10, 15, 0, 0, 0, true, true,
true, true
For parameter information, see the CreateWallBox command above. In this command, the default voffset is the floor's altitude.
11. ColumnWallBox2 - creates 4
walls (box) at a specified central location, as part of the
current floor's columnframe mesh
Syntax: ColumnWallBox2
name, texturename, centerx, centerz,
widthx, lengthz, height, voffset,
tw, th, inside, outside, top, bottom
Example: ColumnWallBox2
My Box, Brick, 0, 0, 10, 10, 15, 0, 0, 0, false, true, false,
false
For parameter information, see the CreateWallBox2 command above. In this command, the default voffset is the floor's altitude.
12. CallButtonElevators - list of
elevators the next created call button set will work with (this
must be specified before CreateCallButtons)
Example: CallButtonElevators
= 1, 2, 3, 4
Example: CallButtonElevators = 1 - 4
13. CreateCallButtons - creates a
call button set
Syntax: CreateCallButtons
SoundUp, SoundDown, BackTexture,
UpButtonTexture, UpButtonTexture_Lit,
DownButtonTexture, DownButtonTexture_Lit, CenterX, CenterZ,
voffset, direction, BackWidth, BackHeight, ShowBack, tw, th
Example: CreateCallButtons switch.wav, switch.wav,
Marble, CallButtonsUp, CallButtonsUpLit, CallButtonsDown,
CallButtonsDownLit, -10, 0, 4, right, 0.5, 1, true, 1, 1
SoundUp is the filename of the sound to play when the up call button is pressed
SoundDown is the filename of the sound to play when the down call button is pressed
BackTexture is the texture of the wall plate behind the buttons
UpButtonTexture and DownButtonTexture are the textures used for the buttons themselves (unlit). UpButtonTexture_Lit and DownButtonTexture_Lit specify the lit button textures.
CenterX and CenterZ are the central location of the call button set object
voffset is the altitude offset that the object is above each floor
direction determines the direction the
call buttons 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.
The up and down buttons will be automatically created based on the combined range of the elevators specified with the CallButtonElevators command (above).
Actions are automatically created for call buttons, and here's available action command names that can be used for custom controls:
Off (no action)
Up (perform up call)
Down (perform down call)
PressUp (press Up call button)
PressDown (press Down call button)
FireOff (set fire service phase 1 to Off for all
elevators serviced by this call button)
FireOn (set fire service phase 1 to On for all
elevators serviced by this call button)
FireBypass (set fire service phase 1 to Bypass for all
elevators service by this call button)
14. AddStairs - creates a custom
staircase at the specified location.
Syntax: AddStairs
number, name, riser_texture, tread_texture, direction,
CenterX, CenterZ, width, risersize, treadsize, num_stairs,
voffset, tw, th
Example: AddStairs
1, TestStairs, Brick, left, 10, 15, 5, 0.5, 0.5, 10, 0, 0, 0
The direction parameter specifies the direction the staircase faces (where the bottom step is), and so if a staircase goes up from left to right, the direction would be left. Width specifies the step width; risersize specifies the height of each step riser (vertical portion); treadsize specifies the length of each step tread/run (horizontal portion); num_stairs specifies the total number of steps to create (including the above landing platform, but not including the base platform). To calculate the length of the staircase, multiply (num_stairs - 1) with treadsize; in the above example, that would be 9 * 0.5. To determine the height of the staircase, multiply num_stairs with risersize. Note that the tread of the top step is not drawn (the top step is the landing platform); therefore for a staircase containing 10 steps, the total staircase width would be comprised of 9 treads (which is why the length calculation used num_stairs minus 1).
15. AddDoor - adds a textured
door in the specified location, and performs a wall cut on that
area (this must be called after the associated wall is created)
Syntax: AddDoor
opensound, closesound, open, texturename, thickness,
direction, speed, CenterX, CenterZ, width,
height, voffset, tw, th,
side_tw, side_th, name
Example: AddDoor , , False, DoorTexture, 0.2, 1, 0, -8.5,
0, 3.5, 8, 0, 1, 1, 1, 1, MyDoor
Direction specifies the direction the
door faces (the side in which the handle is on the left) and
also the direction it opens. These are the values:
1 - faces left, opens left
2 - faces left, opens right
3 - faces right, opens right
4 - faces right, opens left
5 - faces front, opens front
6 - faces front, opens back
7 - faces back, opens back
8 - faces back, opens front
The default door speed is 75; you can also specify
0 for the speed to use the system default. The open
parameter determines if the door should be opened on start;
default is false. Leave the sound fields blank for no sounds to
be played.
16. AddStairsDoor - adds a
textured door for the specified stairwell, in a location
relative to the stairwell's center. This also performs a wall
cut on that area (this must be called after the associated wall
is created)
Syntax: AddStairsDoor
number, opensound, closesound, open, texturename,
thickness, direction, speed, CenterX, CenterZ,
width, height, voffset, tw,
th, side_tw, side_th, name
Number specifies the stairwell number. Direction specifies the direction the door faces and also the direction it opens. For values of this, look at the AddDoor command above. Leave the sound fields blank for no sounds to be played.
17.
AddShaftStdDoor - adds a standard textured door for
the specified shaft, in a location relative to the shaft's
center. This also performs a wall cut on that area (this must be
called after the associated wall is created). This shouldn't be
confused with the AddShaftDoor command, which creates elevator
shaft doors.
Syntax: AddShaftStdDoor
number, opensound, closesound, open, texturename,
thickness, direction, speed, CenterX, CenterZ,
width, height, voffset, tw,
th, side_tw, side_th, name
Number specifies the shaft number. Direction
specifies the direction the door faces and also the direction it
opens. For values of this, look at the AddDoor command above.
Leave the sound fields blank for no sounds to be
played.
18. AddExternalDoor - same as the
AddDoor command, but creates an external (global) door that is
always visible. With this command, the voffset
parameter is relative of the floor's altitude, not base.
Syntax: AddExternalDoor
opensound, closesound, open, texturename, thickness,
direction, speed, CenterX, CenterZ, width,
height, voffset, tw, th,
side_tw, side_th, name
Example: AddExternalDoor , , False, DoorTexture, 0.2, 1, 0,
-8.5, 0, 3.5, 8, 0, 1, 1, 1, 1, MyDoor
19. AddDirectionalIndicator -
creates a single elevator directional indicator/lantern on the
current floor (similar to the CreateCallButtons command)
Syntax: AddDirectionalIndicator Elevator:Car,
Relative, ActiveDirection, Single, Vertical, BackTexture,
UpTexture, UpTextureLit, DownTexture,
DownTextureLit, CenterX, CenterZ, voffset, direction,
BackWidth, BackHeight, ShowBack, tw, th
Example: AddDirectionalIndicator 1, true, 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 on the current floor (if ActiveDirection is false, then it'll only create it if the elevator serves that floor). It'll also automatically create the up and down lights depending on the floor.
Elevator:Car specifies the elevator and car to create the indicators for. The car value is optional, and if left out, either the car will be used that services the floor, or the first car will be used. For example, values can be "1" for Elevator 1 (uses default car or Car 1), or "1:1" for Elevator 1 Car 1.
Relative determines if the X and Z coordinates are relative to the elevator'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.
20. AddShaftDoor - creates shaft
elevator doors on the current floor only
Syntax: AddShaftDoor elevator:car,
number, lefttexture, righttexture, thickness,
CenterX, CenterZ, voffset, tw, th
Syntax (with old SetShaftDoors command): AddShaftDoor elevator,
number, lefttexture, righttexture, tw, th
The AddShaftDoor command creates working shaft elevator doors on the current floor only - the other command, AddShaftDoors (in the elevator section) creates all shaft doors in a single command. This command is useful for specifying different textures for shaft doors depending on the floor, and also for only creating shaft doors on one side if an elevator serves a specific floor. The SetShaftDoors command in the elevator section must be used before using this command. Parameters such as width, height, and direction are taken from the AddDoors command (so the regular elevator 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 elevator car doors (to separate them both). Also, this command 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 only has one door, or if the Doors command was not used, specify 1 here. The Elevator:Car parameter specifies both the elevator and optionally elevator car to use (see the AddDirectionalIndicator command for more information).
21. AddFloorIndicator - creates a
floor indicator associated with a specific elevator
Syntax: AddFloorIndicator elevator:car,
relative, texture_prefix, blank_texture, direction, CenterX,
CenterZ, width, height, voffset
The AddFloorIndicator command creates a floor indicator at the position specified by CenterX and CenterZ, associated with the elevator and car specified by elevator:car (see the AddDirectionalIndicator command). Direction is the direction the indicator faces, and can be either "left", "right", "front" or "back". Relative determines if the CenterX and CenterZ values are relative of the elevator's center or not. 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 indicator 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.
22. Cut - performs a manual box
cut on an area within the current floor
Syntax: Cut x1,
y1, z1, x2, y2, z2, cutwalls, cutfloors
Example: Cut -5, -5, -5, 5, 5, 5, false, true
The x, y and z values specify the start and end coordinates of the box cut. The Y values are relative to the current floor's altitude. If cutwalls is true, the function will cut walls; if cutfloors is true, it'll cut floors.
23. CutAll - performs a manual
box cut on all objects associated with the current floor (the
level itself, interfloor, shafts, stairs and external)
Syntax: CutAll
x1, y1, z1, x2, y2, z2, cutwalls, cutfloors
Example: CutAll -5, -5, -5, 5, 5, 5, false, true
The x, y and z values specify the start and end coordinates of the box cut. The Y values are relative to the current floor's altitude. If cutwalls is true, the function will cut walls; if cutfloors is true, it'll cut floors.
24. AddFillerWalls - helper
function to add fillers around a door's cut location. When a
door is created, the wall in it's location is cut to provide
space; after the cut, the sides are open (if the wall has
thickness) - this creates a covering wall on each side and a
floor above the door frame to fill the area.
Syntax: AddFillerWalls
texture, thickness, CenterX, CenterZ, width, height,
voffset, direction, tw, th, isexternal
Example: AddFillerWalls ConnectionWall, 0.5, -10, 0, 3.5, 8, 0,
true, 0, 0, false
The parameters in this function are similar to the
related door's parameters. Direction is either true if
the door faces the front/back (width is along the X axis), or
false if the door faces left/right (width is along the Z axis).
The isexternal parameter is the same as with the
AddWall command, and if it is true, the voffset value is
relative of the floor's altitude, not base.
25. 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, sound.wav, 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 Y value is relative of the floor's base (altitude plus interfloor height). Loop specifies if the sound should loop and play on startup.
26. AddShaftDoorComponent -
creates a single shaft door component, used for creating custom
door styles
Syntax: AddShaftDoorComponent
elevator:car, 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 (in the elevator section below - see that for more information), except that it creates shaft doors. Use the FinishShaftDoor command after creating the components. The components don't need to line up with the floor's base; the elevator will automatically stop at the base of the shaft door for each floor. This command replaces the AddShaftDoor command. The Elevator:Car parameter specifies both the elevator and optionally elevator car to use (see the AddDirectionalIndicator command for more information).
27. FinishShaftDoor - finishes
shaft door creation - use this after all related
AddShaftDoorComponent commands are used, or specify it without
the AddShaftDoorComponent commands if you're creating a manual
shaft door.
Syntax: FinishShaftDoor elevator:car,
number[, door_walls, track_walls]
This command is almost identical to the FinishDoors command (in the elevator section below - see that for more information) except that it's used for finishing a shaft door.
28.
AddModel - adds a 3D model to the floor. 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 Floor 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 floor'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. Model files 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 (physics will only work if you don't provide a collider mesh), and Restitution, Friction and Mass determine the physical properties of the object.
29. AddStairsModel - adds a 3D
model to the specified stairwell, on the current floor. See the
AddModel command above for parameter information.
Syntax: AddStairsModel number,
name, filename, center, CenterX, CenterY, CenterZ,
RotationX, RotationY, RotationZ, MaxRenderDistance,
ScaleMultiplier, EnablePhysics, Restitution, Friction, Mass
Example: AddModel 1, MyModel, cube.mesh, true, 0, 0, 0, 0,
0, 0, 0, 1, false, 0, 0, 0
The CenterY value is relative to the current floor's altitude.
30. AddShaftModel - adds a 3D
model to the specified shaft, on the current floor. See the
AddModel command above for parameter information.
Syntax: AddShaftModel number,
name, filename, center, CenterX, CenterY, CenterZ,
RotationX, RotationY, RotationZ, MaxRenderDistance,
ScaleMultiplier, EnablePhysics, Restitution, Friction, Mass
Example: AddModel 1, MyModel, cube.mesh, true, 0, 0, 0, 0,
0, 0, 0, 1, false, 0, 0, 0
The CenterY value is relative to the current floor's altitude.
31.
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
floor's base. Leave the sound field blank for no sound
to be played. Selection_position is the selection
position to start at, which is normally 1.
32.
AddShaftActionControl - creates a custom control in a
specified shaft that uses a specific action defined by
AddAction.
Syntax: AddShaftActionControl
number, name, sound, direction, centerx, centerz, width,
height, voffset, selection_position, action_name(s),
texture_name(s)
Example: AddShaftActionControl 1, MyControl, switch.wav,
front, -10, 10, 1.5, 1.5, 4, 1, UndoMyAction, MyAction, Touch,
TouchLit
This command creates an advanced control similar to elevator car
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 floor's base. Leave the sound field
blank for no sound to be played. Selection_position is
the starting selection position, which is normally 1.
33.
AddStairsActionControl - creates a custom control in
a specified stairwell that uses a specific action defined by
AddAction.
Syntax: AddStairsActionControl
number, name, sound, direction, centerx, centerz, width,
height, voffset, selection_position, action_name(s),
texture_name(s)
Example: AddStairsActionControl 1, MyControl,
switch.wav, front, -10, 10, 1.5, 1.5, 4, 1, UndoMyAction,
MyAction, Touch, TouchLit
This 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 floor's base. Leave the sound field
blank for no sound to be played. Selection_position is
the starting selection position, which is normally 1.
34.
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 car 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. Y is relative of the floor's base.
Leave the sound field blank for no sound to be played.
35. AddRevolvingDoor - adds a
textured revolving door in the specified location.
Syntax: AddDoor
name, run, sound, texturename, thickness, clockwise,
segments, speed, rotation, CenterX, CenterZ,
width, height, voffset, tw,
th, external
Example: AddRevolvingDoor MyRevDoor, false, , DoorTexture,
0.2, false, 4, 0.2, -8.5, 0, 3.5, 8, 0, 1, 1, false
Run is either true or false, and determines if
the door should move on startup. Clockwise
determines the direction the door rotates. Segments
determines how many door segments to create (2-4). Leave the
sound field blank for no sounds to be played.
Rotation determines the starting rotation of the door.
36. AddEscalator - creates an
escalator at the specified location.
Syntax: AddEscalator
name, run, speed, sound_file, riser_texture,
tread_texture, direction, CenterX, CenterZ, width,
risersize, treadsize, num_steps, voffset, tw, th
Example: AddEscalator
MyEscalator, 1, 1, 1.0, , Brick, left, 0, -10, 4, 1, 1, 15, 0,
1, 1
The direction parameter specifies the direction the escalator faces (where the bottom step is), and so if an escalator goes up from left to right, the direction would be left. Width specifies the step width; risersize specifies the height of each step riser (vertical portion); treadsize specifies the length of each step tread/run (horizontal portion); num_steps specifies the total number of steps to create. Run specifies the run state, where 1 equals forward, 0 equals stopped, and -1 equals reverse.
Actions are automatically created for escalators, and here's the available actions for custom controls:
Forward (run forward)
Reverse (run in reverse)
Stop (stop)
37. AddMovingWalkway - creates a
moving walkway at the specified location. This command is
similar to AddEscalator.
Syntax: AddMovingWalkway
name, run, speed, sound_file, texture, direction, CenterX,
CenterZ, width, treadsize, num_steps, voffset, tw, th
Example: AddMovingWalkway
MyWalkway, 1, 1, 1.0, , Brick, left, 0, -10, 4, 1, 15, 0, 1, 1
The direction parameter specifies the
direction the walkway faces (where the first step is), and so if
a walkway goes from left to right, the direction would be left.
Width specifies the step width; treadsize
specifies the length of each step tread/run (horizontal
portion); num_steps specifies the total number of
steps to create. Run specifies the run state, where 1
equals forward, 0 equals stopped, and -1 equals reverse.
Moving walkways use the same action names as Escalator objects,
so refer to that object for the action names.
38. 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 floor's base (altitude plus
interfloor height).