Difference between pages "IntelliDoor Home, Commercial, Industrial, and Alarmed" and "Fence Pack"

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imported>NelsonJenkins
 
imported>SierraKomarov
 
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As the first-ever mesh rotating doors, the '''IntelliDoor Home''', '''IntelliDoor Commercial''', '''IntelliDoor Industrial''', and '''IntelliDoor Alarmed''' allow for incredible detail in only a single prim each. Previously, the only options for one-prim doors were the Tredpro Sculpted Doors or the A.E. Worx doors. Tredpro's doors were prone to resetting improperly and did not have any access control or customization. The A.E. Worx doors were not scripted at all.
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The '''Fence Pack''' is a pack of fences, and gates matching their style from [[Thresher]] that have been designed to be low impact on the sim, and viewer. It features a simple and easy way of modifying these without fussing with dozens of different prims, textures, or hunting for those elusive faces yourself.  
  
The IntelliDoor series use notecard configuration and Gentek's theme codes to allow for vast customization. They differ in that they use different models and some separate customization options, but are scripted mostly the same.
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At 0.5-0.7 LI, this is a need to have pack for any sim needing to save prims all around, without sacrificing functionality or detail. The pack includes Chain link fences, 3 sizes of gates for your chain link fences, Wooden fences, and a gate for your wooden fence. To save clutter in your inventory, the fences included have been made into one object each, each with the ability to change height, texture, and the wooden fence even has the ability to toggle those spikes on the top.
  
'''NOTE''': The IntelliDoor Alarmed will always sound an alarm when opened, ''even when through the API, a Keypad, or a Proxkey''.
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<font size=3>'''GET THIS PRODUCT HERE: [Marketplace link]'''</font>
  
==Setup==
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==Fence Setup Instructions==
# Rez the door and position it into the frame. If need be, resize it.
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# Rez the fences around where you want them to be.
# Open the _config notecard in the door. For more information on the _config values, read the sections labeled "CONFIG VALUES". For now, change the door ID.
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# Touch the fences, and use the dialog to set it up as you would like.
# Test the door by clicking it. If you want the door to open the other way, go back into the _config notecard and change the Reversed setting.
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# When you are done, use the "Kill Script" button on the dialog to remove the script. ''it is highly suggested that you do this to prevent lag.''
For v3.0 and later, you can link the door to other objects if you wish.
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# Take care not to run into the fence as in testing we've found this to hurt after awhile.
  
==Textures==
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==Gate Setup Instructions==
The door textures are now included in each package; simply drag them onto each side of the door to set the door's texture. The textures are prefixed with "Tex-IDHome", "Tex-IDCommercial", "Tex-IDIndustrial", and "Tex-IDAlarmed", respectively. You can also create your own textures (see below).<br>
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# Rez the gates around where you want them to be.
For the IntelliDoor Home, note that the frame textures ("Tex-IDHome-Frame") should be dragged onto the frame of the door, while additional textures are included for the panels ("Tex-IDHome-Panel") which should be dragged onto the upper and lower panels.<br>
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# Touch the gates, and use the dialog to set it up as you would like. ''For the double gate option, put a word/name/your favourate ice-cream/whatever into the text dialog when it appears, and be sure to use the same one for both gates. '''The wooden gate lacks this feature'''.''
For the IntelliDoor Industrial & Alarmed, if you have the glass hidden, you will have to also apply the texture to the panel that is covering the glass.
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# When you are done, use the gate as you normally would. To reach the config menu again, touch the gate for about 5-6 seconds and you will be alerted in chat when it is in config mode.
 
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# '''Remember to close the gate before the dogs get out.'''
==Config Values==
 
* DoorID: This is the door's identifier. Each door (or set of synced doors) should have a separate ID. The ID can be any alphanumeric string (A-Z, 0-9, space). All IntelliDoor components are owner-only so don't worry about conflicting IDs from other people.
 
* Access: This is the base access setting. If the door is locked, this group of people can always access it anyway by clicking on it. Can be "Everyone", "Group", or "Owner". (If you put "Group" here, the door's group will be able to click the door to use it, but they won't be able to use any controllers unless you also set them to "Group".) Lock must be "Yes" for this to do anything.
 
* Reversed: Changes the direction of the door's swing.
 
* Synced: This controls how far the door will send commands for synced doors.
 
** If you only have a single door, leave this as Off.
 
** If you have double doors, set this to Near. Make sure the Reversed setting is different in each door so they swing the same direction (assuming they are rotated opposite each other).
 
** If you want two or more doors using the same DoorID to open and close at the same time that are over 10m away from each other, set this to Far (up to 96m) or Region (region-wide).
 
** It's especially important to set this as restrictive as possible if you are including this in a prefab building that will be rezzed multiple times in the same area. This is because doors with the same DoorID within range will open and close simultaneously. For example, if the front doors to a series of prefabs are set to a sync range that allows them to communicate, they will all open at the same time, even though they are in separate copies of the building. It's also a good idea to give unique DoorID values in each prefab you sell to avoid these conflicts.
 
* Autoclose: If you don't want autoclose, leave this as 0. Otherwise, it is the number of seconds the door waits until closing automatically.
 
* Whitelist: The list of people that will always be able to click the door to operate it. This does not affect buttons and controllers. Separate with commas. '''NOTE: Whitelist names are ''usernames'' (nelson.jenkins, newbie), not ''legacy names'' (Nelson Jenkins, Newbie Resident).''' If you have more than 10 names, please read "Extended Whitelist" below.
 
* GSS: If you are using a Global Security Server, enter its name in this field. The IntelliDoor GSS provides a "master" whitelist and blacklist for doors that subscribe to it (for example, if you have a group of doors that you want a list of people to control).
 
* Sounds: These are UUIDs played when the door opens and closes. Note that the door close sound is played when the door finishes rotating. Two sets of sounds are provided in the notecard.
 
* Doorknob (Home & Commercial only): The type of doorknob used on the door. For the Home, this can be Knob or Handle. For the Commercial, this can be Pull, Handle, or Pushbar (and you can set it different on each side).
 
* FrontPushbar (Industrial & Alarmed only): Shows or hides the pushbar on the front of the door.
 
* RearPushbar (Industrial & Alarmed only): Shows or hides the pushbar on the rear of the door.
 
* Glass (Industrial & Alarmed only): When set to "Hide", covers up the glass pane.
 
 
 
===Extended Whitelist===
 
Because of LSL limitations, the whitelist line can only be read for 255 characters. However, the IntelliDoor system supports multiple whitelist lines. To be safe, separate your whitelist into 10-name increments, like so:<br>
 
<code>WHITELIST=User01, User02, User03, User04, User05, User06, User07, User08, User09, User10<br>WHITELIST=User11, User12, User13, User14</code><br>
 
You can have as many whitelist lines as you need.
 
 
 
==Resetting Doors==
 
You can reset a door by editing it and going to Tools -> Reset Scripts in Selection. MAKE SURE the door is fully closed before resetting it.
 
 
 
==Builder Kit Instructions==
 
<font size="4">[[Builder Kit Permissioning|Follow this guide]] before using your Builder Kit components, or they will break.</font>
 
 
 
Make sure you review the [[Gentek Company Policy|Full Permissions Agreement]] to understand how you may distribute IntelliDoor products. Remember, objects in violation of this agreement will be remotely deleted. Therefore, make sure you follow the above instructions exactly.
 
 
 
==API==
 
As of v3.0, the IntelliDoor has an API for controlling individual doors and components. All API communication is done on channel '''-494827459'''.
 
 
 
For the following, '''[BBID]''' specifies the [[Buildbox]] ID. By default, this should be '''NONE'''. However, if your doors were rezzed as part of a building through a Buildbox, it will have been set. You can get the Buildbox ID by selecting a door and checking its description - it should read '''BBID''' followed by the ID, which is usually formatted as a 36-character UUID. You can also set up your API-enabled item in the building such that it accepts and stores the Buildbox ID when it is rezzed. Note that Buildbox IDs do not change once the object is rezzed.
 
 
 
The IntelliDoor Home, Commercial, Industrial, and Alarmed accept the following API commands:
 
* '''[BBID][DoorID]&&open''' - Opens the door.
 
* '''[BBID][DoorID]&&close''' - Closes the door.
 
* '''[BBID][DoorID]&&unlock''' - Unlocks the door, allowing anyone to open it.
 
* '''[BBID][DoorID]&&lock''' - Locks the door, returning it to its default state.
 
 
 
The IntelliDoor Home, Commercial, Industrial, and Alarmed also send the following API command:
 
* '''[BBID][DoorID]&&clear''' - Indicates that the door was opened. If you unlocked the door, send the &&lock command to relock it when you receive this, as it is not relocked automatically.
 
Note that if the "Synced" option in the door is set to something other than Off, it will also send the &&open and &&close commands when touched to automatically open synced doors.
 
 
 
==Custom Texturing==
 
As of v3.0, textures are included in the box. You can also make your own textures with these PSD files:
 
* [http://ntbigroup.com/TEMPLATES/IntelliDoor%20Home.psd IntelliDoor Home]
 
* [http://ntbigroup.com/TEMPLATES/IntelliDoor%20Commercial.psd IntelliDoor Commercial]
 
* [http://ntbigroup.com/TEMPLATES/IntelliDoor%20Industrial.psd IntelliDoor Industrial]
 
* [http://ntbigroup.com/TEMPLATES/IntelliDoor%20Alarmed.psd IntelliDoor Alarmed]
 
  
 
==Updates & Release Notes==
 
==Updates & Release Notes==
You can update your IntelliDoor by rezzing the Update Box.
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You can update your Fence Pack by rezzing the updater included in the box.
* v3.0.1
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* v1.0
** Fixed linked prims going phantom when door is opened (if door is linked to other prims).
 
* v3.0
 
** Implemented Buildbox integration
 
** Doors now automatically reset when GSS is reset
 
** Usernames in whitelist are no longer case-sensitive
 
** Blacklist removed
 
** Default textures now included in the box
 
** Custom textures possible with PSDs in manual
 
** Communications now streamlined onto single channel for less lag
 
** API added
 
** Doors are now all linkable to buildings for easier prefab packaging
 
** Industrial & Alarmed models added
 
* v2.1.1 (Commercial Only)
 
** Added Handle from Home, renamed Commercial Handle to Pull.
 
* v2.1
 
 
** Primary public release.
 
** Primary public release.
  
{{Gentek}}
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{{Thresher}}

Revision as of 01:27, 17 June 2013

The Fence Pack is a pack of fences, and gates matching their style from Thresher that have been designed to be low impact on the sim, and viewer. It features a simple and easy way of modifying these without fussing with dozens of different prims, textures, or hunting for those elusive faces yourself.

At 0.5-0.7 LI, this is a need to have pack for any sim needing to save prims all around, without sacrificing functionality or detail. The pack includes Chain link fences, 3 sizes of gates for your chain link fences, Wooden fences, and a gate for your wooden fence. To save clutter in your inventory, the fences included have been made into one object each, each with the ability to change height, texture, and the wooden fence even has the ability to toggle those spikes on the top.

GET THIS PRODUCT HERE: [Marketplace link]

Fence Setup Instructions

  1. Rez the fences around where you want them to be.
  2. Touch the fences, and use the dialog to set it up as you would like.
  3. When you are done, use the "Kill Script" button on the dialog to remove the script. it is highly suggested that you do this to prevent lag.
  4. Take care not to run into the fence as in testing we've found this to hurt after awhile.

Gate Setup Instructions

  1. Rez the gates around where you want them to be.
  2. Touch the gates, and use the dialog to set it up as you would like. For the double gate option, put a word/name/your favourate ice-cream/whatever into the text dialog when it appears, and be sure to use the same one for both gates. The wooden gate lacks this feature.
  3. When you are done, use the gate as you normally would. To reach the config menu again, touch the gate for about 5-6 seconds and you will be alerted in chat when it is in config mode.
  4. Remember to close the gate before the dogs get out.

Updates & Release Notes

You can update your Fence Pack by rezzing the updater included in the box.

  • v1.0
    • Primary public release.