Difference between revisions of "Condor Elevator"

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==Setup==
 
==Setup==
'''Don't like reading instructions? [http://www.youtube.com/watch?v=sEDnSrKrqOo Watch a video instead!]'''
+
'''Don't like reading instructions? [http://www.youtube.com/watch?v=sEDnSrKrqOo Watch a video instead!] HOWEVER, please note that in v2+ elevators, you must click the doorway after editing its description to load the new ID! This isn't covered in the video.'''
 
# 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.
 
# 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: Tower Elevator 1). '''NOTE: There is a typo in the _config notecard; 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 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: Tower Elevator 1). '''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. (Do NOT resize it!) Also make sure it is lined up correctly with the elevator's doorway. Again, don't worry about collisions. Then, set its description field from Default to the elevator ID you selected in step 2.
+
# 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. '''Make sure you then CLICK THE DOORWAY to load its new ID!''' Don't worry about the "BBID" text - simply overwrite it, it will be replaced when you click the doorway.
# 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 or rotating them.
+
# Rez a Doorway on all other floors in the doorway opening and edit their description field for the elevator ID. '''Again, click each doorway after setting its ID!''' Don't worry about positioning or rotating 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 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".
 
# If you didn't set up a Controller, go into the elevator, click the floor display on the button panel, and select "Setup".
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==Bank Control==
 
==Bank Control==
The Condor Elevator is the first 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.<br>
+
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.<br>
 
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).<br>
 
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).<br>
 
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.
 
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.
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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.<br>
 
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.<br>
 
The fire service light does nothing when pressed. For information on how to operate fire service mode, look above.<br>
 
The fire service light does nothing when pressed. For information on how to operate fire service mode, look above.<br>
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.<br>
+
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.
The call buttons on floors are optional, script-wise. You can linked-edit them and move them around or even unlink and delete them if you don't want them (for example, you are using bank control and only want one set of call buttons per floor). As long as they are linked to a doorway, they will work.
 
  
 
==Updates & Release Notes==
 
==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).
 
You can update your Condor Elevator by simply rezzing the update box (or, if there is no update box, rezzing the elevator).
 +
* v2.0
 +
** 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
 
* v1.1
 
* v1.1
 
** Fixed typos in notecards.
 
** Fixed typos in notecards.
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==Troubleshooting==
 
==Troubleshooting==
 
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.)<br>
 
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.)<br>
'''Do NOT unlink or resize any elevator parts (except the floor call buttons). Doing so will break the elevator.'''
+
'''Do NOT unlink any elevator parts. Doing so will break the elevator.'''
  
 
{{Gentek}}
 
{{Gentek}}

Revision as of 12:18, 24 March 2013

Condor Elevator
VendorImage5 - Condor Elevator.png

Condor Elevator
Creator Nelson Jenkins
Launch year 2011
Company Gentek Technologies
Availability Marketplace & In-World
User Manual

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.

Setup

Don't like reading instructions? Watch a video instead! HOWEVER, please note that in v2+ elevators, you must click the doorway after editing its description to load the new ID! This isn't covered in the video.

  1. 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.
  2. 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: Tower Elevator 1). 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.
  3. 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. Make sure you then CLICK THE DOORWAY to load its new ID! Don't worry about the "BBID" text - simply overwrite it, it will be replaced when you click the doorway.
  4. Rez a Doorway on all other floors in the doorway opening and edit their description field for the elevator ID. Again, click each doorway after setting its ID! Don't worry about positioning or rotating them - this is done automatically during setup.
  5. 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.
  6. If you didn't set up a Controller, go into the elevator, click the floor display on the button panel, and select "Setup".
  7. 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.

Bank Control

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.

Access Control

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.

Miscellaneous Features

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.

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).

  • v2.0
    • 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
  • v1.1
    • 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.
  • v1.0
    • Primary public release.

Troubleshooting

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.