|Availability||Marketplace & In-World|
The Condor Elevator is a compact elevator designed to realistically simulate actual elevators, as well as provide a much-needed boost to the stagnant, monopolized elevator economy in-world.
For texture codes, see Condor Elevator Texture Codes.
Please make sure you are using v2.0.5 - the latest version.
Don't like reading instructions? Watch a video instead!
- If you have not built your building yet, make sure you leave enough space for your elevator! Rez it to make sure. Don't worry about having a gap - this elevator is not affected by nonphysical objects. Put the walls right up against the elevator if you like - it won't break anything.
- Rez the elevator in the shaft. Open the elevator's inventory and open the "_config" notecard. Change the ElevatorID field from Default to something more descriptive of the elevator (example: TowerElevator1). NOTE: Do not use spaces or the elevator will not work! Unless you know what the other settings mean, leave them alone for now. Save the notecard and close it.
- Rez a Doorway on the lowest floor and position/rotate it to fit the opening. Also make sure it is lined up correctly with the elevator's doorway. Again, don't worry about collisions. Then, set its description field to the elevator ID you selected in step 2. Don't worry about the "BBID" text - simply overwrite it, it will be replaced automatically.
- Rez a Doorway on all other floors in the doorway opening and edit their description field for the elevator ID. Don't worry about positioning them - this is done automatically during setup.
- If you need access control, you are setting up multiple elevators in a single bank (see "Bank Control" below), or you just like the way it looks, rez a Controller somewhere in the same region. Open the "_config" notecard inside it and put the elevator's ID in the ElevatorIDList field (remove the default values first). Then, count the number of floors you have for this elevator and put it in the FloorCount field. Save the notecard and close it. This should reset the controller and elevator. Remember, the Controller is OPTIONAL if you only have one elevator and don't care about access control.
- If you didn't set up a Controller, go into the elevator, click the floor display on the button panel, and select "Setup".
- The elevator should load all settings, move to the lowest floor, and open its doors. You're done! If you like, look through the "_config" notecard and see what you can change - it has instructions in it, so it's not covered in this manual.
The Condor Elevator is the first and only elevator in Second Life with Bank Control. To use this, you must have a Controller rezzed. Simply set up all elevators in a certain group (or "bank") according to the Quick Start Guide above, but in the ElevatorIDList field of the Controller's "_config" notecard, you must list each elevator's ID as instructed. Once you save it, it should reset all elevators and it's set up! To check if it's working, go up to a floor other than the recall floor and click a call button. All call buttons on that floor should light up, then go out when an elevator arrives.
Bank Control allows you to wire together multiple elevators servicing the same floors and distribute calls accordingly. The Controller uses advanced elevator logic to determine which elevator can most efficiently serve incoming calls and assign them without hassle. We advise using only one elevator per 4 floors, i.e. if you have 6 floors, you should use no more than 2 elevators. Of course, this is optional, and you can always use more or less, but it may be less efficient. We recommend no more than 4 elevators in a single bank, although the number of elevators is only limited by script memory (we tested 16 at once, which caused some lag due to having over 250 doors, but it worked properly).
Remember that just because you have multiple elevators in a building, doesn't mean they should be in the same bank. If you can't see all of the doors from a single location, then they shouldn't be in the same bank.
By default, the Condor Elevator allows everyone to access all floors, and only the owner to operate fire service mode and the fan/light switches (yes, those switches do work). You can change this by editing the "_access" notecard in the Controller.
Each number is a floor, starting with 0 (remember that by default, floors are visually numbered starting with 1). To allow everyone access, put "EVERYONE". To allow only the group of the elevator (NOT the controller), put "GROUP". To allow a specific person, put their username (e.g. "nelson.jenkins" or "newusername") - NOT their old-style name ("Nelson Jenkins" or "newusername Resident") and NOT their display name ("Nelson the Magnificent" or "New User"). Separate values with commas (nelson.jenkins, newusername, GROUP). Entries here are not case-sensitive. If you don't have 16 floors, floors that don't exist are simply ignored.
The AllFloors field applies to all floors, and "overrides" more restrictive floor-specific settings, so if you leave "EVERYONE" here, it will still allow everyone on all floors, no matter what you put for individual floors.
The Managers field applies to all floors, fire service mode, and the fan/light switches.
The FireService field applies to fire service mode only.
Fire Service Mode
Another Second Life first, the Condor Elevator's fire service mode allows roleplayers to use the elevator for fire RP, as well as for locking the elevator (if you're going to do maintenance, for example). If you are familiar with fire service mode in actual elevators, this is not much different - just slightly simpler.
There are two phases to fire service mode: I and II. Phase I brings the elevator to the recall floor, where it opens its doors and stays there with floor calls and internal buttons deactivated. Phase I is activated by clicking the fire service key on the recall floor's call button panel. You should see it turn to "ON" and the elevator should return to the recall floor. To turn off fire service mode, click the key again, and it should turn to "OFF" and the elevator will return to normal service.
Phase II keeps the elevator independent from bank control (if used) and keeps floor calls deactivated, but allows the operator to use the elevator with the internal buttons. Phase II is activated by clicking the fire service key on the internal panel. You should see it turn to "ON". To return to Phase I, click the key again, and it should turn to "OFF" and return to the recall floor automatically.
Keep in mind that fire service mode disables automatic door opening/closing. Use the door open/close buttons when at a floor. Also remember that fire service mode "disconnects" the elevator from bank control, but floor calls will still function if other elevators in the bank are not also in fire service mode.
Themes & Customization
The Condor Elevator comes with a variety of themes in this manual, usable by changing the TextureCode values in the elevator's "_config" notecard. These settings also apply to the Doorway objects for that elevator, so no more editing notecards in each and every door just to change one value!
In the "BASIC CUSTOMIZATION" section, you can change the button on/off colors, the display color, the doorway up/down indicator color, and whether the indicator flashes. These are mostly self-explanatory.
Below that is "TEXTURE CUSTOMIZATION", where you can change the elevator's textures. For the included textures, see Condor Elevator Texture Codes.
Finally, the "SOUND CUSTOMIZATION" section allows you to change bell sounds. If you don't like the electronic bell, a set of mechanical bell sounds are included in the notecard that you can use, or you can use your own.
The fan and light switches on the button panel control the cab fan and light. Note that the light will turn off during setup and will turn back on when it's finished.
The "HOLD" button, to the right of the door open/close buttons, holds the door open for 60 seconds. (This is to prevent the elevator being held indefinitely, preventing access from other floors.) Use the HOLD button when you're escorting passengers or moving cargo. If the HOLD button goes out, you can press it again for another 60 seconds.
The fire service light does nothing when pressed. For information on how to operate fire service mode, look above.
There is an auto-unsit feature in the elevator to prevent passengers from sitting on it. This is because the owner (you) and seated passengers can right-click an object to hold it. This breaks the movement script, so passengers cannot sit on it. Additionally, if you (the owner) right click the elevator while it is moving, you will also break it, so don't do that.
As of v2.0.4, the CarTeleport option in the car's _config will cause the car to immediately jump to the floor calling it if there is nobody in the elevator. If anyone is inside, it will not jump - it will operate normally until it is empty. This provides faster service for low-traffic installations, but should not be used outdoors.
Builder Kit Post-Unboxing Instructions
It is ABSOLUTELY CRITICAL that you perform these steps before ever using your Builder Kit!
This will set permissions on the product so that you can distribute it correctly. If you do not follow these steps exactly, copies that you distribute will be automatically deleted.
- Rez every single object in the folder (except the Updater). Select all objects simultaneously (shift-click).
- Open the Edit window and go to the Content tab, then check to see if you have a Permissions button:
- If you have a Permissions button when you open the Content tab in the Edit window, click it and uncheck all boxes in the window. Then, check the box next to the script icon (should be upper right), and check the box next to "Copy" under "Next owner" (far right).
- If you do not have a Permissions button, open each object's inventory and set all of the scripts' "next owner" permissions to COPY, NO MODIFY, NO TRANSFER. This should mean just unchecking the Transfer box on each script's properties. Do this for every single script in every single object.
- Select all objects simultaneously and set their "next owner" permissions to COPY, MODIFY, NO TRANSFER. This should mean just unchecking the Transfer box.
- In the Builder Kit folder in your inventory, delete all of the objects (except the Updater) so that you don't confuse them with the versions you are about to take.
- Take (not Take Copy) each object individually. This should return them to the Builder Kit folder. If not, drag them from your Objects folder into the Builder Kit folder.
Do not change the permissions on the _config notecards. Leave them as COPY, MODIFY, TRANSFER (full perms).
Make sure you review the Full Permissions Agreement to understand how you may distribute this product. Remember, objects in violation of this agreement will be remotely deleted. Therefore, make sure you follow the above instructions exactly.
What is the Buildbox?
If you are a prefab builder, you may be interested in the Buildbox. It's a free, easy-to-use, super-fast alternative to expensive rezzer boxes, plus it's fully compatible with the IntelliLight, IntelliDoor, and Condor Elevator, so that multiple copies of the same prefab don't conflict with each other - a feature unique to the Buildbox!
Updates & Release Notes
You can update your Condor Elevator by simply rezzing the update box (or, if there is no update box, rezzing the elevator).
- Fixed a bug where setting AllFloors empty in _access, but not adding any names, would not disable EVERYONE access
- Added car teleport mode
- Fixed Buildbox integration where rezzing out a building would cause the elevator to stop working
- Fixed doorway setup so ID is loaded automatically
- Fixed controllers not working
- Fixed elevator getting stuck if close to recall floor on setup, but not exactly there
- Fixed BellNudge not working
- Added BellPass option for when elevator passes a floor
- Fixed BellUpVol and BellDownVol being ignored
- Fixed buttons set to glow if clicked when elevator is setting up
- Made elevator resizable without breaking the doors
- Tweaked movement system to eliminate keyframed movement stop errors
- Made sounds quieter
- Fixed fire service phase 2 key not being security-restricted
- Implemented Buildbox unique ID for multiple copies of the same prefab
- Fixed stack-heap collision (memory overflow) errors in elevator_processing script
- Fixed floor logic problems where elevators would sometimes get stuck on top or bottom floor
- Fixed typos in notecards.
- Added check for movement when ready to open door to prevent script error.
- Fixed sound customization not working.
- Added optional nearby check for panel floor buttons.
- Made color settings more robust to allow integer and float RGB values.
- Fixed hold button going yellow when close door pressed.
- Fixed button colors not being sent to floor call buttons.
- Primary public release.
If your elevator gets stuck or becomes unresponsive, click the floor display in the elevator and select "Setup". If that doesn't work, select "Reset". (Note that Setup waits for the elevator to stop moving and arrive at a floor for convenience, while Reset just resets immediately.)
Do NOT unlink any elevator parts. Doing so will break the elevator.