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== Escalators == '''OP_Balustrades''' – sets the texturing and dimensions for the escalator’s left and right balustrades. This is applied to all escalators created until this function is called again with one or more settings changed. Syntax: <code>OP_EscBalustrades(texture, thickness, height, tw, th)</code> ''OP_Draw'' The Draw parameters are set for the escalator as a whole. See OP_Escalator. * ''texture'' is the texture of the balustrades on both the inner and outer sides. * ''thickness'' is the thickness of the balustrade. The midpoint between the inner and outer walls of the balustrades will run along the centerline of the truss * ''height'' specifies the height of the balustrade, including the extra height from the truss at each side of the steps * ''tw'' and ''th'' are the texture tiling parameters applied to the balustrades. '''OP_EscLanding''' – sets the texturing and depths for the lower and upper landings of the escalator. This is applied to all escalators created until this function is called again with one or more setting changed. Syntax: <code>OP_EscLanding(lowerlandingtexture, lowerlandingdepth, twl, thl, upperlandingtexture, upperlandingdepth, twu, thu)</code> ''OP_Draw'' The Draw parameters are set for the escalator as a whole. See OP_Escalator. * ''lowerlandingtexture'' is the texture of the lower landing, typically steel plates grooved perpendicular to escalator travel. * ''lowerlandingdepth'' is the distance from where the steps come out (up) or go in (down) to the opposite edge of the landing. The width of the lower landing is the full width of the escalator from outer edge to outer edge, or step width + 2 * truss width * ''twl'' and ''thl'' are the texture tiling parameters applied to the lower landing. * ''upperlandingtexture'' is the texture of the upper landing, typically the same as the lower landing. * ''upperlandingdepth'' is the distance from where the steps come out (down) or go in (up) to the opposite edge of the landing. The width of the upper landing is the full width of the escalator from outer edge to outer edge, or step width + 2 * truss width * ''twu'' and ''thu'' are the texture tiling parameters applied to the upper landing. '''OP_EscHandrails''' – sets the texturing and dimensions for the handrails running along the top of the balustrades. This is applied to all escalators created until this function is called again with one or more setting changed. Syntax: <code>OP_EscHandrails(texture, width, height, tw, th)</code> ''OP_Draw'' The Draw parameters are set for the escalator as a whole. See OP_Escalator. * ''texture'' is the texture of the handrail. * ''width'' is the width of the handrail. The centerline of the handrail will be aligned with the centerline of the truss and balustrades. * ''height'' is the height of the handrail. This is generally a very small number. The total height of the handrail from the steps is the handrail height + the balustrade height * ''tw'' and ''th'' are the texture tiling parameters applied to the handrails. * The tracks that the handrails run on are set to be ½ inch (0.0417 ft.) thick and one inch (0.083 ft.) wider than the handrails. The track texture is the same as the step siding texture. '''OP_EscTruss''' – sets the texturing and dimensions for the truss (step siding) and the texture of the underside covering the escalator’s structure and returning steps. This is applied to all escalators created until this function is called again with one or more setting changed. Syntax: <code>OP_EscTruss(trusstexture, outsidecoveringtexture, width, twt, tht, twoc, thoc)</code> ''OP_Draw'' The Draw parameters are set for the escalator as a whole. See OP_Escalator. * ''trusstexture'' is the texture of the step siding, generally a metallic texture. * ''outsidecoveringtexture'' is the texture of the escalator’s underside covering, generally metallic or a wall texture. * ''width'' is the width of the escalator step siding. A good range is 0.5 ft. - 1 ft. * ''twt'' and tht are the texture tiling parameters applied to the step siding. * ''twoc'' and ''thoc'' are the texture tiling parameters applied to the outside covering. '''OP_Escalator''' – creates a working escalator with its entire part assembly, including the truss, underside, handrails, landings, and ''balustrades''. Due to the limitations of the escalator script in Skyscraper Simulator, escalators are limited to the four cardinal directions orthogonal to the x- or z-axes and can only be added as a floor object. Syntax: <code>OP_Escalator(name, up/down, topfloor, speed, sound_file, risertexture, treadtexture, direction, CenterX, CenterZ, width, risersize, treadsize, num_steps, voffset, voffsettop, tw, th)</code> ''OP_Draw'' # balustrades, handrails, stairs, and truss # underside of escalator # left/front of escalator # right/back of escalator # bottom end of escalator # top end of escalator * ''name'' is the name of the escalator. * ''up/down'' determines the step movement direction (''up'' or ''1'' for up, ''0'' for stopped, or -''1'' or ''down'' for down). * ''topfloor'' specifies the floor where the upper landing sits. * ''speed'' is the speed of the escalator. * ''sound_file'' is the sound of the escalator while running. * ''risertexture'' is the texture of the risers and ''treadtexture'' is the texture of the treads. These two parameters are applied using a texture override on the escalator object. This prevents textures from being rotated incorrectly, however this won’t work for right and back facing escalators as texture override doesn’t work correctly for escalator and stair objects. This problem is masked in back facing escalators as the textures will already be rotated correctly, but is problematic in right facing escalators. When adding such escalators, it is recommended that a step texture without a painted stripe is used until the texture override problem is fixed. * ''direction'' is the direction in which the bottom landing sits and thus the direction the escalator faces (back (+z, north), front (-z, south), left (-x, west), right (+x, east)). * ''centerx'' and ''centerz'' are used to position the escalator. If the escalator faces back or front, ''centerx'' is the x-coordinate of the escalator’s centerline and ''centerz'' marks the "ledge" location at the upper landing where the escalator stops rising. Likewise, when the escalator faces left or right, ''centerz'' is the z-coordinate of the escalator’s centerline and ''centerx'' marks the "ledge" location. * ''width'' specifies the step width (in feet) of the escalator. The standard step widths are 24 inches (2 feet), 32 inches (2.67 feet), and 40 inches (3.33 feet). Use x/12 for x inches. * ''risersize'' determines the height of the step risers and ''treadsize'' specifies the length of the treads (both are in feet). Escalators in the real world have a 30 degree or 35 degree inclination above horizontal. Try to aim for a tread and riser size that approximately creates these inclination angles. * ''num_steps'' determines the number of rising steps from the bottom landing to the top landing. This number does not include the steps that are moving horizontally at the landings. When selecting a riser size, make sure that the riser size multiplied by the number of steps add up to the total height of the escalator, otherwise the balustrades and truss will not line up with the stairs. * ''voffset'' is the vertical offset in feet of the lower landing from the base of the bottom floor. * ''voffsettop'' is the vertical offset in feet of the upper landing from the base of the top floor specified in ''topfloor''. * ''tw'' and ''th'' are the texture tiling parameters applied to the steps
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