Difference between revisions of "IntelliDoor Home, Commercial, Industrial, and Alarmed"

imported>NelsonJenkins
imported>NelsonJenkins
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As the first-ever mesh rotating doors, the '''IntelliDoor Home''' and '''IntelliDoor Commercial''' 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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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.
  
The IntelliDoor Home & Commercial both 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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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.
  
 
==Setup==
 
==Setup==
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# 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.
 
# 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.
 
# 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.
 
# 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.
WARNING: Do not link the door to anything. This will break it. (Two reasons: first, it will break the rotation and some other things, and second, it's mesh, so if you link it to a non-mesh linkset, it will cause the prims to go through the roof. This is a limitation of SL and there's simply no workaround, so it's better to leave it unlinked.)
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For v3.0 and later, you can link the door to other objects if you wish.
  
 
==Config Values==
 
==Config Values==
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** 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).
 
** 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.
 
** 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.
* Lock: This should be left as "Yes" unless, for some reason, you don't want this door to be unlocked at all and would rather allow anyone to open it (then change it to "No"). Doors can only be unlocked using an IntelliDoor Controller Add-On, sold separately. Unlocking a door allows anyone to use it by clicking on it - for example, if you wanted a keypad-operated door, anyone could enter the correct password then open the door manually (although it is also possible for the keypad to automatically open the door as well - see its user manual for more information).
 
 
* Autoclose: If you don't want autoclose, leave this as 0. Otherwise, it is the number of seconds the door waits until closing automatically.
 
* 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 ON NAMES: The IntelliDoor system v2.1 and above uses usernames (e.g. "nelson.jenkins" or "newusername") - NOT old-style names ("Nelson Jenkins" or "newusername Resident") and NOT display names ("Nelson the Magnificent" or "New User"). Separate values with commas (nelson.jenkins, newusername, etc.). Entries here are not case-sensitive.
 
* 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 ON NAMES: The IntelliDoor system v2.1 and above uses usernames (e.g. "nelson.jenkins" or "newusername") - NOT old-style names ("Nelson Jenkins" or "newusername Resident") and NOT display names ("Nelson the Magnificent" or "New User"). Separate values with commas (nelson.jenkins, newusername, etc.). Entries here are not case-sensitive.
* Blacklist: The list of people that will never be able to click the door to operate it, unless it is unlocked. This does not affect controllers. Separate with commas.
 
 
* 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). NOTE ON GSS: Doors will only download data from the GSS when reset. You must reset all doors after changing the GSS's configuration.
 
* 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). NOTE ON GSS: Doors will only download data from the GSS when reset. You must reset all doors after changing the GSS's configuration.
* Texture: These are texture codes. '''See [[IntelliDoor Texture Codes]] for a list of texture codes used in the IntelliDoor texture fields.'''
 
 
* 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.
 
* 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: 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).
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* 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).
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* FrontPushbar (Industrial & Alarmed only): Shows or hides the pushbar on the front of the door.
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* RearPushbar (Industrial & Alarmed only): Shows or hides the pushbar on the rear of the door.
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* Glass (Industrial & Alarmed only): When set to "Hide", covers up the glass pane.
  
 
==Resetting Doors==
 
==Resetting Doors==
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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.
 
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 accept the following API commands:
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The IntelliDoor Home, Commercial, Industrial, and Alarmed accept the following API commands:
 
* '''[BBID][DoorID]&&open''' - Opens the door.
 
* '''[BBID][DoorID]&&open''' - Opens the door.
 
* '''[BBID][DoorID]&&close''' - Closes the door.
 
* '''[BBID][DoorID]&&close''' - Closes the door.
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* '''[BBID][DoorID]&&lock''' - Locks the door, returning it to its default state.
 
* '''[BBID][DoorID]&&lock''' - Locks the door, returning it to its default state.
  
The IntelliDoor Home & Commercial also sends the following API command:
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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.
 
* '''[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.
 
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.
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==Custom Texturing==
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As of v3.0, textures are included in the box. You can also make your own textures with these PSD files:
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* [http://ntbigroup.com/TEMPLATES/IntelliDoor%20Home.psd IntelliDoor Home]
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* [http://ntbigroup.com/TEMPLATES/IntelliDoor%20Commercial.psd IntelliDoor Commercial]
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* [http://ntbigroup.com/TEMPLATES/IntelliDoor%20Industrial%20&%20Alarmed.psd IntelliDoor Industrial & Alarmed]
  
 
==Updates & Release Notes==
 
==Updates & Release Notes==
 
You can update your IntelliDoor by rezzing the Update Box.
 
You can update your IntelliDoor by rezzing the Update Box.
 +
* 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)
 
* v2.1.1 (Commercial Only)
 
** Added Handle from Home, renamed Commercial Handle to Pull.
 
** Added Handle from Home, renamed Commercial Handle to Pull.

Revision as of 23:41, 23 March 2013

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.

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.

Setup

  1. Rez the door and position it into the frame. If need be, resize it.
  2. 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.
  3. 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.

For v3.0 and later, you can link the door to other objects if you wish.

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 ON NAMES: The IntelliDoor system v2.1 and above uses usernames (e.g. "nelson.jenkins" or "newusername") - NOT old-style names ("Nelson Jenkins" or "newusername Resident") and NOT display names ("Nelson the Magnificent" or "New User"). Separate values with commas (nelson.jenkins, newusername, etc.). Entries here are not case-sensitive.
  • 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). NOTE ON GSS: Doors will only download data from the GSS when reset. You must reset all doors after changing the GSS's configuration.
  • 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.

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.

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:

Updates & Release Notes

You can update your IntelliDoor by rezzing the Update Box.

  • 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.

Builder Kit Instructions

ATTENTION USERS OF THE BUILDER KIT VERSIONS: THIS IS IMPORTANT, PLEASE READ
Your use of transfer-enabled products is bound by our Full Permissions Agreement. If you haven't read it, it's important you do so.
Most importantly, we keep track of who has purchased the Builder Kit. If someone has a transferable IntelliDoor but has not bought the Builder Kit, that door will not function, and their use of it will be recorded. If you are found to be giving out transferable IntelliDoors, you will be backtraced by the cyber police, and consequences will never be the same.

Therefore, make sure you set the door object to NO TRANSFER and the script inside it to NO TRANSFER before distributing it. However, leave the notecard FULL PERMISSIONS or it will break the script. Otherwise, you are risking both your license to use our products and your reputation with your customers, who will be left with prefabs that have their doors break when rezzed.