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Author Topic: How to mod simple building, how to run something efficient? (2017)  (Read 542 times)

Offline KONYZULPHREA

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Videos uploaded in 2016 can help people to getting started. I believe it's not enough and not direct. You can see how complicated to find one or two useful things in some example towers.

Trition tower is an example very close to actual tall buildings, including indicator in front of lift and other things which you can find in simple tower.

Because of security concerns, I paste a working set of building code in here, some modified is labeled in purple as there may be some readers which have some difficulties to identify red.

I have put code in purple, is from an except found in Triton Tower.bld

#Floor indicators
<Floors -8 to 141>
    #elevator 66
    if[%floor% = 0 | (%floor% > 78 & %floor% < 82) | %floor% > 99] AddFloorIndicator 66, true, right, 3.926 + 0.2 + 0.66 + 0.02, 0, 0.5, 0.4, 8.2
    if[%floor% > 81 & %floor% < 100] AddFloorIndicator 66, true, right, 3.926 + 0.2 + 0.66 + 0.02, 0, 0.5, 0.4, 8
   
    #elevator 67
    if[%floor% < 80] AddFloorIndicator 67, true, left, -3.926 - 0.2 - 0.66 - 0.02, 0, 0.5, 0.4, 8.2
   
    #elevator 68
    if[%floor% < 82 | %floor% > 99] AddFloorIndicator 68, true, right, 4.218 + 0.2 + 0.66 + 0.02, 0, 0.5, 0.4, 8.2
    if[%floor% > 81 & %floor% < 100] AddFloorIndicator 68, true, right, 4.218 + 0.2 + 0.66 + 0.02, 0, 0.5, 0.4, 8
<EndFloors>

The above is what I actually need for further design. I now have to find a way to make a hexagon base instead of square.

Additionally, In elevator simulation, I suggest people to consider working efficient like using 3-7-3 (300 feet acceleration, 700 feet constant, 300 feet deceleration) ratio for operating lifts.

The below is the working code of the 10 story building, If you like to study more details, It is suggested to study the Triton tower's code.

# $Id: Simple.bld 4544 2016-06-16 05:45:55Z ryan $
   
#This building is a bare-bones building designed to help others learn how to
#make their own buildings in Skyscraper's scripting language.
#All of the commands and parameters used in this file are documented in the
#script guide (designguide.html) which comes with the program.

#The first thing to learn is about comments - if you put a number sign (#) anywhere
#in a line, all text after it will be ignored.  If a line starts with that sign, the whole
#line is ignored.

#What we'll do first is include some fancy elevator door functions for use later.
#This gives us access to a bunch of pre-made elevator door types
<Include data/scripts/elevator_doors.txt>

#Then the thing you'll need to do when creating a building is define the global parameters.
#These are contained inside the "Global" section.  The following code shows this building's
#basic parameters:

<Globals>
    Name = My Building
    Designer = Me
    CameraFloor = 0
    CameraPosition = 0, -60
    CameraRotation = 0, 0, 0
    Sky = noon
    Bounds = -75, 0, -75, 75, 0, 75
<EndGlobals>

#In the above code, I named the building "My Building", and set the designer as "Me".
#I'm also telling the camera to start on the first floor with the CameraFloor parameter.  In Skyscraper,
#floor 0 is the first floor, floor 1 is the second, etc, and by setting the floor to "0" in that parameter,
#I'm setting it to the first floor.  Floors were numbered that way in order to make the numbering between
#below ground and above ground floors seamless - so they'd go from -2, -1, 0, 1, 2 instead of skipping 0.
#I also set the camera's position to be in the center of the map horizontally (0), and 60 feet to the front
#of the map (-60)

#Next you'll have to define your textures. Most of these commands simply load a texture file and give it
#a name.  At the bottom of the section you'll see code that adds text to existing textures.

<Textures>
    Load data/brick1.jpg, Brick, 0.269, 0.25
    Load data/windows11h.jpg, MainWindows, 0.05, 1
    Load data/windows11h_inside.gif, MainWindowsInt, 0.05, 1
    Load data/Carpet0013_S.jpg, Carpet1, 0.2, 0.2
    Load data/text13.jpg, Stairs, 0.269, 0.25
    Load data/cinderblocks.jpg, Concrete, 0.25, 0.25
    Load data/cinderblocks.jpg, StairsWall, 0.25, 1
    Load data/cutston.jpg, InterExt, 0.269, 0.25
    Load data/downtown.jpg, Downtown, 1, 1
    Load data/cutston.jpg, Ceiling1, 0.269, 0.25
    Load data/metal1.jpg, ElevExt, 0.25, 0.25
    Load data/door1.jpg, ElevDoors, 1, 1
    Load data/door1.jpg, ElevDoors2, -1, 1
    Load data/panel-back2.jpg, ElevExtPanels, 1, 1
    Load data/marb148.jpg, ElevPanel, 1, 1
    Load data/diamond18j.jpg, ElevWall, 1, 1
    Load data/diamond18j.jpg, ElevPanelMain, 1, 1
    Load data/elev1.jpg, ElevCeiling, 0.25, 0.25
    Load data/Carpet0006_S.jpg, ElevFloor, 0.25, 0.25
    Load data/callbutton.gif, ButtonUp, 1, 1
    Load data/callbutton_lit.gif, ButtonUpLit, 1, 1
    Load data/callbutton.gif, ButtonDown, 1, -1
    Load data/callbutton_lit.gif, ButtonDownLit, 1, -1
    Load data/marbl3.jpg, Wall1, 0.269, 0.25
    Load data/servicedoor2.jpg, StairsDoor, 1, 1
    Load data/darrow_unlit.gif, ArrowUp, 1, 1
    Load data/darrow_unlit.gif, ArrowDown, 1, -1
    Load data/darrow_lit.gif, ArrowUp_Lit, 1, 1
    Load data/darrow_lit.gif, ArrowDown_Lit, 1, -1
    Load data/fire2keyoff.png, Fire2Off, 1, 1
    Load data/fire2keyon.png, Fire2On, 1, 1
    Load data/fire2keyhold.png, Fire2Hold, 1, 1
    Load data/fire1keyoff.png, Fire1Off, 1, 1
    Load data/fire1keyon.png, Fire1On, 1, 1
    Load data/fire1keybypass.png, Fire1Bypass, 1, 1
    Load data/runkey.png, RunKey, 1, 1
    Load data/stopkey.png, StopKey, 1, 1
    Load data/indservkeyon.png, IndOn, 1, 1
    Load data/indservkeyoff.png, IndOff, 1, 1

    Load data/black.jpg, Black, 1, 1
    Load data/black_lit.jpg, BlackLit, 1, 1
    AddText Black, ButtonOpen, nimbus_sans.ttf, 28, Open, -1, -1, -1, -1, center, center, 255, 255, 255
    AddText Black, ButtonClose, nimbus_sans.ttf, 28, Close, -1, -1, -1, -1, center, center, 255, 255, 255
    AddText Black, ButtonAlarm, nimbus_sans.ttf, 28, Alarm, -1, -1, -1, -1, center, center, 255, 255, 255
    AddText Black, ButtonCancelTemp, nimbus_sans.ttf, 28, Call, -1, 30, -1, 54, center, center, 255, 255, 255
    AddText ButtonCancelTemp, ButtonCancel, nimbus_sans.ttf, 28, Cancel, -1, 71, -1, 95, center, center, 255, 255, 255
    AddTextRange 1, 10, Black, Button%number%, nimbus_sans.ttf, 47, %number%, -1, -1, -1, -1, center, center, 255, 255, 255
    AddTextRange 1, 10, BlackLit, ButtonLit%number%, nimbus_sans.ttf, 47, %number%, -1, -1, -1, -1, center, center, 255, 255, 255
<EndTextures>

#Next you'll need to create the ground. The following code is the default ground code.
#The second command is needed to cut a whole in the ground for the building.  In this
#example I'm giving the building dimensions of 40x40 feet, so it needs to be cut from
#-20 to 20 horizontally, and -20 to 20 depth-wise.

AddGround Ground, Downtown, -158400, -158400, 158400, 158400, 0, 7920, 7920
Cut Landscape, -20, -1, -20, 20, 1, 20, false, true

#Now it's time to start making the building's floors.  If you're making basement levels, they must
#be specified before floor 0 and the other above-ground floors, and must also be in decending
#order (-1, -2, -3, etc).  In this example, I'm just going to make above-ground floors. The following
#code creates 10 floors (0 to 9).  Note that math can be used inside commands to make things easier.

<Floors 0 to 9>
    #The ID of a floor is it's commonly-used number or symbol - this sets floor 0 to be known as "1", etc.
    ID = %floor% + 1
    Name = Floor (%floor% + 1)
    Type = Office
    Height = 10 #This is the height in feet of the floor
    #the interfloor area represents the area used by trusses (floor supports), below the floor's base
    InterfloorHeight = 2.24 #This is the height in feet of the interfloor space between floors
    #Floor 0 needs to have it's altitude manually set, since it's interfloor space is below the floor's base
    if[%floor% = 0] Altitude = -%interfloorheight%

    #create a basic carpeted floor
    DrawWalls = false, true, false, false, false, false
    AddFloor Floor, Carpet1, 0.5, -20, -20, 20, 20, 0, 0, false, false, 0, 0, False

    #create a ceiling
    DrawWalls = true, false, false, false, false, false
    AddFloor Ceiling, Ceiling1, 0.5, -20, -20, 20, 20, %height% - 0.05, %height% - 0.05, false, false, 0, 0, False

    #External windows - this creates the outside versions of the windows, and also the walls outside the
    #interfloor areas
    SetAutoSize = true, false
    DrawWalls = true, false, false, false, false, false
    if[%floor% ! 0] AddWall Front, MainWindows, 0, -20, -20, 20, -20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True
    if[%floor% = 0] AddWall Front, MainWindows, 0, -15, -20, 20, -20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True
    AddWall Left, MainWindows, 0, -20, 20, -20, -20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True
    if[%floor% ! 0] AddWall Front, InterExt, 0, -20, -20, 20, -20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0, True
    if[%floor% ! 0] AddWall Left, InterExt, 0, -20, 20, -20, -20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0, True
    DrawWalls = false, true, false, false, false, false
    AddWall Right, MainWindows, 0, 20, -20, 20, 20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True
    AddWall Back, MainWindows, 0, 20, 20, -20, 20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True
    if[%floor% ! 0] AddWall Right, InterExt, 0, 20, -20, 20, 20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0, True
    if[%floor% ! 0] AddWall Back, InterExt, 0, 20, 20, -20, 20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0, True
    SetAutoSize = true, true

    #Internal windows - this creates the transparent windows on the inside of each floor
    SetAutoSize = true, false
    DrawWalls = false, true, false, false, false, false
    if[%floor% = 0] AddWall Front, MainWindowsInt, 0, -15, -20, 20, -20, %height%, %height%, 0, 0, 0, 0, False
    if[%floor% ! 0] AddWall Front, MainWindowsInt, 0, -20, -20, 20, -20, %height%, %height%, 0, 0, 0, 0, False
    AddWall Left, MainWindowsInt, 0, -20, 20, -20, -20, %height%, %height%, 0, 0, 0, 0, False
    DrawWalls = true, false, false, false, false, false
    AddWall Right, MainWindowsInt, 0, 20, -20, 20, 20, %height%, %height%, 0, 0, 0, 0, False
    AddWall Back, MainWindowsInt, 0, 20, 20, -20, 20, %height%, %height%, 0, 0, 0, 0, False
    SetAutoSize = true, true

    #Interfloor bottom
    FloorOrientation = bottom
    DrawWalls = false, true, false, false, false, false
    AddInterfloorFloor IFloor, Brick, 0.5, -20, -20, 20, 20, 0, 0, false, false, 0, 0

    #Interfloor top
    FloorOrientation = top
    DrawWalls = true, false, false, false, false, false
    AddInterfloorFloor ITop, Brick, 0.5, -20, -20, 20, 20, %interfloorheight% - 0.05, %interfloorheight% - 0.05, false, false, 0, 0

    #Interfloor walls
    WallOrientation = left
    DrawWalls = false, true, false, false, false, false
    AddInterfloorWall IFront, Brick, 0.5, -20, -20, 20, -20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0
    AddInterfloorWall ILeft, Brick, 0.5, -20, 20, -20, -20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0
    WallOrientation = right
    DrawWalls = true, false, false, false, false, false
    AddInterfloorWall IRight, Brick, 0.5, 20, -20, 20, 20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0
    AddInterfloorWall IBack, Brick, 0.5, 20, 20, -20, 20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0
   
    DrawWalls = true, true, false, false, false, false
<EndFloors>

#Finally create the roof (11th floor), and add a square brick floor on it.
<Floor 10>
    ID = R
    Name = Roof
    Type = Roof
    Height = 10
    InterfloorHeight = 2.24
    DrawWalls = false, true, false, false, false, false
    AddFloor Roof, Brick, 0.5, -20, -20, 20, 20, 0, 0, false, false, 0, 0, True #roof
    DrawWalls = true, true, false, false, false, false
<EndFloor>

<Floor 0>
    AddModel Couch, couch.mesh, true, 18.6, 0, -5, 0, 90, 0, 0, 0.7, false, 0, 0, 0
    AddModel Couch, couch.mesh, true, 0, 0, -18.6, 0, 180, 0, 0, 0.7, true, 0.1, 0.5, 0.1

    SetKey 1
    AddModel Key, key.mesh, true, -10, 0, 0, 0, 90, 0, 0, 3, false, 0, 0, 0
<EndFloor>

#Now since the main portion of the building is done, it would be nice to have an elevator.
#First we'll have to create an elevator shaft:

AddShaft 1, 0, 6, 0, 9
ShaftCut 1, -4, -4.125 + 0.33, 4, 4.125, 0, 5

#in the above code, I added a regular shaft with the number of "1" at the position (0, 6), and told it to
#span floors 0 to 9 (1 to 10).  The second command cuts a hole for the shaft in all the levels below, and
#in that command the whole size of the shaft needs to be specified. You'll see that it spans horizontally
#from -4 to 4 (it's 8 feet wide), and depth-wize from -4.125 + 0.33 to 4.125 (the 0.33 is there to provide
#some floor area in front of the elevator door, and is the width of the external wall around the shaft.

#Now for the walls inside and outside of the shaft.  A floor and ceiling will also need to be made inside
#the shaft.  Notice that the commands such as AddShaftWall are based on the shaft's central position, while
#AddWall is not.

<Floors 0 to 9>
   FloorOrientation = top
   DrawWalls = false, true, false, false, false, false
   if[%floor% = 0] AddShaftFloor 1, Shaft1Base, Brick, 0.5, -4, -4.125, 4, 4.125, 0, 0, false, false, 0, 0
   DrawWalls = true, false, false, false, false, false
   if[%floor% = 9] AddShaftFloor 1, Shaft1Top, Brick, 0.5, -4, -4.125, 4, 4.125, %fullheight%, %fullheight%, false, false, 0, 0
   DrawWalls = true, true, false, false, false, false
   WallOrientation = left
   AddShaftWall 1, Shaft1Left, Brick, 0.33, -4, -4.125, -4, 4.125, %fullheight%, %fullheight%, 0, 0, 0, 0
   AddShaftWall 1, Shaft1Front, Brick, 0.33, -4, -4.125, 4, -4.125, %fullheight%, %fullheight%, 0, 0, 0, 0
   WallOrientation = right
   AddShaftWall 1, Shaft1Right, Brick, 0.33, 4, -4.125, 4, 4.125, %fullheight%, %fullheight%, 0, 0, 0, 0
   AddShaftWall 1, Shaft1Back, Brick, 0.33, -4, 4.125, 4, 4.125, %fullheight%, %fullheight%, 0, 0, 0, 0
   
   WallOrientation = right
   DrawWalls = true, false, false, false, false, false
   AddWall Shaft1LeftE, Wall1, 0.33, -4, -4.125 + 6 - 0.33, -4, 4.125 + 6 + 0.33, %height%, %height%, 0, 0, 0, 0, False
   AddWall Shaft1FrontE, Wall1, 0.33, -4 - 0.33, -4.125 + 6, 4 + 0.33, -4.125 + 6, %height%, %height%, 0, 0, 0, 0, False
   WallOrientation = left
   DrawWalls = false, true, false, false, false, false
   AddWall Shaft1RightE, Wall1, 0.33, 4, -4.125 + 6 - 0.33, 4, 4.125 + 6 + 0.33, %height%, %height%, 0, 0, 0, 0, False
   AddWall Shaft1BackE, Wall1, 0.33, -4 - 0.33, 4.125 + 6, 4 + 0.33, 4.125 + 6, %height%, %height%, 0, 0, 0, 0, False
<EndFloors>

#The numbers can get complex, but for the Shaft1LeftE (external left wall), the X position is at -4,
#and the Z starting position is -4.125 (negative half of the width of the shaft) plus 6 (central Z position
#of the shaft) minus 0.33 (the width of the wall), and the Z ending position is 4.125 (positive
#half of the shaft's width) plus 6 (central Z position again) plus 0.33 (the width of the wall again)

#reset drawwalls
DrawWalls = true, true, false, false, false, false

#Now we create an elevator.  When creating one, first some basic parameters are defined and then
#the CreateElevator command is used to create it.  After that, the floors/walls are created, and then
#other objects such as panels, buttons, indicators, etc.

<Elevator 1>
    #standard elevator; 7 feet wide, 6 feet deep
   
    #First specify parameters
    Name = My Elevator
    Type = Local  #standard passenger/local elevator
    Speed = 5
    Acceleration = 0.2
    Deceleration = 0.2
    AccelJerk = 0.2
    DecelJerk = 0.2
    ServicedFloors = 0 - 9
    AssignedShaft = 1
    LevelingOpen = 0.2
   
    #then create the elevator at position (0, 5.706) on the first floor (0)
    CreateElevator false, 0, 5.706, 0

    #elevator's floor
    FloorOrientation = top
    DrawWalls = true, true, true, true, true, true
    TextureOverride ElevExt, ElevFloor, ElevExt, ElevExt, ElevExt, ElevExt
    AddFloor Floor, ElevFloor, 0.2, -3.5, -3, 3.5, 3, 0, 0, false, false, 0, 0
   
    #elevator's ceiling
    FloorOrientation = bottom
    TextureOverride ElevCeiling, ElevExt, ElevExt, ElevExt, ElevExt, ElevExt
    AddFloor Ceiling, ElevCeiling, 0.2, -3.5, -3, 3.5, 3, 8, 8, false, false, 0, 0 #ceiling
   
    #elevator's back and right walls
    WallOrientation = right
    DrawWalls = true, true, false, false, false, false
    TextureOverride ElevWall, ElevExt, ElevExt, ElevExt, ElevExt, ElevExt
    AddWall Back, ElevWall, 0.2, -3.5, 3, 3.5, 3, 8, 8, 0, 0, 0, 0 #back wall
    TextureOverride ElevWall, ElevExt, ElevExt, ElevExt, ElevExt, ElevExt
    AddWall Right, ElevWall, 0.2, 3.5, -3, 3.5, 3, 8, 8, 0, 0, 0, 0 #right wall
   
    #elevator's left wall
    WallOrientation = left
    TextureOverride ElevExt, ElevWall, ElevExt, ElevExt, ElevExt, ElevExt
    AddWall Left, ElevWall, 0.2, -3.5, -3, -3.5, 3, 8, 8, 0, 0, 0, 0 #left wall

    #elevator's panels
    DrawWalls = true, true, false, true, false, false
    TextureOverride ElevExt, ElevPanelMain, ElevExt, ElevExt, ElevExt, ElevExt
    AddWall Left Panel, ElevPanelMain, 0.2, -3.5, -3, -1.75, -3, 8, 8, 0, 0, 0, 0 #left panel
    DrawWalls = true, true, true, false, false, false
    TextureOverride ElevExt, ElevPanelMain, ElevExt, ElevExt, ElevExt, ElevExt
    AddWall Right Panel, ElevPanelMain, 0.2, 1.75, -3, 3.5, -3, 8, 8, 0, 0, 0, 0 #right panel

   
   
   
    #now the doors - this calls one of the functions defined in the data/scripts/elevator_doors.txt file
    #that we included at the beginning.  That file provides a number of pre-made door styles, and for this
    #we're going to use the standard center-open style.
    #shaft doors can also be created later in the floor section for them to be made on a per-floor basis
   
    WallOrientation = right
    elevdoor_center_classic(1, ElevDoors, Black, 0.2, 0, -3.01, 3.5, 8, front, 0.3, false)
    elevdoor_center_classic(1, ElevDoors, Black, 0.2, 0, -3.301, 3.5, 8, front, 0.3, true)
       
    WallOrientation = left
    SetAutoSize = true, true

    #The positioning of the doors is the tricky part.  You'll see that I placed the car doors at position
    #(0, -3.01) and the shaft doors at (0, -3.301).  If you look above at the panels, you'll notice that
    #they're Z position is -3, so I made sure to place to car doors immediately after that (-3.01) so that
    #they don't overlap the panels.  Since I gave them a depth size of 0.2, I need to place the shaft doors
    #0.2 feet beyond them, at -3.301.
   
    #This creates the directional indicator outside the elevator
    AddDirectionalIndicators true, false, false, true, ElevExtPanels, ArrowUp, ArrowUp_Lit, ArrowDown, ArrowDown_Lit, -3, -3.301 - 0.2 - 0.66 - 0.001, 6, front, 0.5, 1, true, 0, 0
   
    #I made the positioning more obvious in that one using math.  I positioned it horizontally (X) at -3, and
    #for the depth (Z) position, I took the shaft door position from above (-3.301), subtracted 0.2 from that
    #(the depth of the shaft doors), subtracted 0.66 from that (the size of the shaft interior and exterior
    #walls combined since each is 0.33), and finally subtracted an extra 0.001 to prevent it from interfering
    #with the wall.
    #0.75 + (0.3 * 6)

    #floor signs (outside)
    AddFloorSigns 0, true, Button, left, 3.5 / 2 - 0.01, -3.301 - 0.2 - 0.33, 0.5, 0.42, 5.5
    AddFloorSigns 0, true, Button, right, -3.5 / 2 + 0.01, -3.301 - 0.2 - 0.33, 0.5, 0.42, 5.5
   
   
   
   
   
   #floor panel
    SetAutoSize = false, false
   
   
   

    #panel
    #for the panel, the depth (Z) position is the front edge of the elevator (-3), plus the depth of the
    #panels (0.2), plus an extra 0.001 to prevent overlapping interference.
    #For the horizontal position, since it's supposed to be on the left panel (right when you're turned around
    #inside the elevator), I first put -1.75 (the right side of the left panel specified above), then subtracted
    #0.875 from that (half of the panel's width, or 1.75 / 2), and added 0.1 to that to pull it closer to the
    #door just a tiny bit.
   
    CreatePanel ElevPanel, 15, 5, back, -1.75 - 0.875 + 0.1, -3 + 0.2 + 0.001, 0.15, 0.15, 0.3, 0.45, 4, 0, 0
    AddControl 1, switch.wav, 2, 2, 1, 1, 0, 0, Fire2Off, Fire2Hold, Fire2On, Fire2Off, Fire2Hold, Fire2On
    AddButton 1, switch.wav, ButtonCancel, ButtonCancel, 2, 4, cancel, 1, 1
    SetLock 1, 1
    AddButton 1, switch.wav, Button10, ButtonLit10, 3, 3, 9, 1, 1
    SetLock 0, 0
    AddButton 1, switch.wav, Button9, ButtonLit9, 4, 3, 8, 1, 1
    AddButton 1, switch.wav, Button8, ButtonLit8, 5, 3, 7, 1, 1
    AddButton 1, switch.wav, Button7, ButtonLit7, 6, 3, 6, 1, 1
    AddButton 1, switch.wav, Button6, ButtonLit6, 7, 3, 5, 1, 1
    AddButton 1, switch.wav, Button5, ButtonLit5, 8, 3, 4, 1, 1
    AddButton 1, switch.wav, Button4, ButtonLit4, 9, 3, 3, 1, 1
    AddButton 1, switch.wav, Button3, ButtonLit3, 10, 3, 2, 1, 1
    AddButton 1, switch.wav, Button2, ButtonLit2, 11, 3, 1, 1, 1
    AddButton 1, switch.wav, Button1, ButtonLit1, 12, 3, 0, 1, 1
    AddButton 1, switch.wav, ButtonOpen, ButtonOpen, 13, 2, open, 1, 1
    AddButton 1, switch.wav, ButtonClose, ButtonClose, 13, 4, close, 1, 1
    AddControl 1, switch.wav, 14, 2, 1, 1, 0, 0, run, stop, RunKey, StopKey
    AddControl 1, switch.wav, 14, 3, 1, 1, 0, 0, IndOff, IndOn, IndOff, IndOn
    AddButton 1, , ButtonAlarm, ButtonAlarm, 14, 4, alarm, 1, 1

    #Floor Indicator (inside the lift)
    AddFloorIndicator Button, back, -1.75 - 0.875 + 0.1, -3 + 0.2 + 0.001, 0.7, 0.5, 6.5
   if[%floor% < 9] AddFloorIndicator 0, true, Button, right, -3.5 / 2 + 0.01, -3.301 - 0.2 - 0.33, 0.5, 0.42, 5.5
<EndElevator>

#Stairs
#The stairs can be tricky, but make sense once you've worked with them a little bit.
#First you need to create the stairwell and cut a whole in the floors for the new stairwell
#(this is almost identical to creating a shaft) - in this we say that the stairwell is centered at
#(10, 15) and is servicing floors 0 to 9 (1-10):

CreateStairwell 1, 10, 15, 0, 9
CutStairwell 1, -8.5, -3.5, 8.5, 3.5, 0, 5

#Just like the shafts, the stairs need to be cut with the whole size specified - this stairwell is 17 feet
#wide (-8.5 to 8.5) and 7 feet deep (-3.5 to 3.5).

#Now for the actual stairs themselves, and the floors/walls
<Floors 0 to 9>
    AddFloorIndicator 1, true, Button, right, -3.5 / 2 + 0.01, -3.301 - 0.2 - 0.33, 0.5, 0.42, 7.5
   
   #More info on stairs specifics at http://en.wikipedia.org/wiki/Stairwell
    #maximum riser height allowed in real-world settings is 8.25 inches (0.6875 feet)
    #minimum tread length allowed in real-world settings is 9 inches (0.75 feet)
   
    #first get the height of each riser.  More info on stairs specifics at http://en.wikipedia.org/wiki/Stairwell
    #this takes the total height of a single staircase level (which is the height of the floor plus the above floor's interfloor height.
    #then divide that value by the total number of stairs you're going to be using.  Make sure that the value it comes up with is not
    #over the riser height limit (you can have it over the limit in Skyscraper, but it won't be realistic)
    #So, in this example, I'm using 20 total stairs, which is 10 on each side.
   
    Set 1 = (%height% + Floor(%floor% + 1).InterfloorHeight) / 20 #determine riser size
   
    #now add the stairs themselves.  The parameters are explained in the design guide, but basically the lower stairs in this example
    #start on the left (bottom) and end on the right (top), and so they face left.  The upper stairs are the opposite, so they face right.
    #the important part of this is the tread size.  In this, it's specified as "10 / 9", since I'm wanting the stairs to be a total of 10 feet long,
    #and there's 9 steps created (even though there's 10 stairs total - but like the design guide says, the top tread is not counted, since the top
    #tread is the landing (specified later).  To calculate the height and length of the staircase (according to the design guide):
    #the height is the number of stairs times the riser size (which would be 10 * %1%).
    #The length is the number of stairs minus one, times the tread size - in this example it would be 9 * (10 / 9) which is 10.
   
    if[%floor% < 9] AddStairs 1, StairsLower, Stairs, left, 0, -1.75, 3.5, %1%, 10 / 9, 10, 0, 0, 0
    if[%floor% < 9] AddStairs 1, StairsUpper, Stairs, right, 0, 1.75, 3.5, %1%, 10 / 9, 10, %1% * 10, 0, 0
    FloorOrientation = top
   
    #For the landings, you need to know where the stairs start and end (the positions).  Since these stairs are located/centered at X position 0, you
    #can find the left and right sides by taking the staircase length and dividing by 2.  In this example the stairs have a width of 10, and so it reaches
    #5 feet in each direction (-5 to 5).  So the lower landing would reach from the left side of the staircase (-8.5) to the left side of the stairs (-5),
    #and the upper landing would be the opposite (go from the stairs top, 5, to the right side of the staircase, 8.5).
   
    if[%floor% > 0] AddStairsFloor 1, LandingLower, Brick, 0.5, -8.5, -3.5, -5, 3.5, 0, 0, false, false, 1, 1
    if[%floor% = 0] AddStairsFloor 1, LandingLower, Brick, 0.5, -8.5, -3.5, 8.5, 3.5, 0, 0, false, false, 1, 1
    if[%floor% < 9] AddStairsFloor 1, LandingUpper, Brick, 0.5, 5, -3.5, 8.5, 3.5, %1% * 10, %1% * 10, false, false, 1, 1

    #the landing covers simply cover the portion of the landing that isn't covered up by the stairs.  You can see this cover if you're underneath a staircase,
    #and it's the small wall piece just below it (fills in the gap between the lower floor's ceiling, and the landing above it).  In this example, the
    #lower landing would need a cover going from Z values -3.5 to 0 (center), since the stairs in that section go from 0 to 3.5.  The upper landing is
    #the opposite (0 to 3.5).
   
    DrawWalls = false, true, false, false, false, false
    WallOrientation = right
    AddStairsWall 1, LandingLowerCover, Brick, 0.1, -5, -3.5, -5, 0, 0.5, 0.5, -0.5, -0.5, 0, 1
    DrawWalls = true, false, false, false, false, false
    WallOrientation = left
    if[%floor% < 9] AddStairsWall 1, LandingUpperCover, Brick, 0.1, 5, 0, 5, 3.5, 0.5, 0.5, (%1% * 10) - 0.5, (%1% * 10) - 0.5, 0, 1
    DrawWalls = true, true, false, false, false, false
   
    #the stairs walls are simply the walls inside the stairwell
   
    SetAutoSize = true, false
    WallOrientation = right
    AddStairsWall 1, LeftWall, StairsWall, 0.3, -8.5, -3.5 - 0.3, -8.5, 3.5 + 0.3, %fullheight%, %fullheight%, -%interfloorheight%, -%interfloorheight%, 0, 3
    AddStairsWall 1, FrontWall, StairsWall, 0.3, -8.5 - 0.3, -3.5, 8.5 + 0.3, -3.5, %fullheight%, %fullheight%, -%interfloorheight%, -%interfloorheight%, 0, 3
    WallOrientation = left
    AddStairsWall 1, BackWall, StairsWall, 0.3, -8.5 - 0.3, 3.5, 8.5 + 0.3, 3.5, %fullheight%, %fullheight%, -%interfloorheight%, -%interfloorheight%, 0, 3
    AddStairsWall 1, RightWall, StairsWall, 0.3, 8.5, -3.5 - 0.3, 8.5, 3.5 + 0.3, %fullheight%, %fullheight%, -%interfloorheight%, -%interfloorheight%, 0, 3
    SetAutoSize = true, true
   
    #This command adds a door, and automatically cuts the walls for you.
    if[%floor% = 9] SetLock 2, 1
    AddStairsDoor 1, , , False, StairsDoor, 0.2, 1, 0, -8.5, 0, 3.5, 8, 0, 1, 1
    SetLock 0, 0

    #Add filler walls around the door, to cover the gap caused by the cut
    AddFillerWalls ConnectionWall, 0.3, 10 - 8.5 - 0.3, 15, 3.5, 8, 0, false, 1, 1, false

<EndFloors>

#Finally create some call buttons for the elevator, or you'll have a hard time getting into it (unless
#of course you use the elevator editor, but that's not very realistic).
#This code centers the buttons at the horizontal position of 3 feet.  The depth/Z position is figured out
#using other values from above - first I took 6, which is the central Z position of the shaft. Then I
#subtracted 4.125 (half of the shaft's depth) from that, then subtracted 0.33 (the shaft's external wall depth)
#and then subtracted an extra 0.1 to keep it away from the wall itself to prevent interference.

<Floors 0 to 9>
    CallButtonElevators = 1
    CreateCallButtons ElevExtPanels, ButtonUp, ButtonUpLit, ButtonDown, ButtonDownLit, 3, 6 - 4.125 - 0.33 - 0.1, 4, front, 0.5, 1, true, 0, 0
<EndFloors>

#Now to add an external fire service button, we first create the fire service actions
#these call the Fire1 modes on Elevator 1
AddAction FireServiceOn, Elevator1, Fire1On
AddAction FireServiceOff, Elevator1, Fire1Off
AddAction FireServiceBypass, Elevator1, Fire1Bypass

#Create the fire service button itself, and map the previously created actions with the textures FireOff, FireOn, and FireBypass
<Floor 0>
    AddActionControl FireSwitch, switch.wav, front, 3, 6 - 4.125 - 0.33 - 0.1, 0.25, 0.25, 3.5, FireServiceOff, FireServiceBypass, FireServiceOn, Fire1Off, Fire1Bypass, Fire1On
   
<EndFloor>

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