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	<id>https://wiki.skyscrapersim.net/index.php?action=history&amp;feed=atom&amp;title=Help%3ADesign_Guide</id>
	<title>Help:Design Guide - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.skyscrapersim.net/index.php?action=history&amp;feed=atom&amp;title=Help%3ADesign_Guide"/>
	<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;action=history"/>
	<updated>2026-04-21T23:23:56Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=21547&amp;oldid=prev</id>
		<title>Lighthouse Friesland at 14:13, 14 August 2025</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=21547&amp;oldid=prev"/>
		<updated>2025-08-14T14:13:10Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:13, 14 August 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l631&quot;&gt;Line 631:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 631:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddPrism - this command creates a prism in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPrism destobject, wallname, texturename, x, y, z, width, depth, height, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPrism landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddPrism - this command creates a prism in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPrism destobject, wallname, texturename, x, y, z, width, depth, height, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPrism landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddTetrahedron - this command creates a tetrahedron in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddTetrahedron destobject, wallname, texturename, x, y, z, size, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddTetrahedron landscape, mywall, Brick, 0, 0, 0, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddTetrahedron - this command creates a tetrahedron in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddTetrahedron destobject, wallname, texturename, x, y, z, size, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddTetrahedron landscape, mywall, Brick, 0, 0, 0, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddOctahedron - this command creates a octahedron in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddOctahedron - this command creates a octahedron in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Syntax: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;code&amp;gt;&lt;/ins&gt;AddOctahedron destobject, wallname, texturename, x, y, z, size, tw, th, inside&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Example: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;code&amp;gt;&lt;/ins&gt;AddOctahedron landscape, mywall, Brick, 0, 0, 0, 5, 1, 1, false&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Syntax: AddOctahedron destobject, wallname, texturename, x, y, z, size, tw, th, inside&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Example: AddOctahedron landscape, mywall, Brick, 0, 0, 0, 5, 1, 1, false&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddIcosahedron - this command creates an icosahedron in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddIcosahedron destobject, wallname, texturename, x, y, z, radius, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;code&amp;gt;AddIcosahedron landscape, mywall, Brick, 0, 0, 0, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddIcosahedron - this command creates an icosahedron in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddIcosahedron destobject, wallname, texturename, x, y, z, radius, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;code&amp;gt;AddIcosahedron landscape, mywall, Brick, 0, 0, 0, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddGeosphere - this command creates a geosphere in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddGeosphere destobject, wallname, texturename, x, y, z, radius, subdivisions, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddGeosphere landscape, mywall, Brick, 0, 0, 0, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddGeosphere - this command creates a geosphere in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddGeosphere destobject, wallname, texturename, x, y, z, radius, subdivisions, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddGeosphere landscape, mywall, Brick, 0, 0, 0, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lighthouse Friesland</name></author>
	</entry>
	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=21546&amp;oldid=prev</id>
		<title>Lighthouse Friesland: Completed adding new features</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=21546&amp;oldid=prev"/>
		<updated>2025-08-14T14:09:14Z</updated>

		<summary type="html">&lt;p&gt;Completed adding new features&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:09, 14 August 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l619&quot;&gt;Line 619:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 619:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddPolygon - this is the same as the AddCustomWall command, but adds the custom polygon to an existing (usually custom) wall object, instead of creating a new one. The example below adds the polygon to the Landscape mesh object, to the custom-created &amp;quot;mywall&amp;quot; Wall Object, which was created with the CreateWallObject command. The polygon will be two-sided if the DrawWalls command&amp;#039;s MainNegative and MainPositive parameters are true. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPolygon &amp;#039;&amp;#039;destobject, wallname, texturename, x1, y1, z1, x2, y2, z2, x3, y3, z3, ..., tw, th&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPolygon landscape, mywall, Brick, 0, 0, 0, 0, 10, 0, 10, 10, 0, 10, 0, 10, 0, 0&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddPolygon - this is the same as the AddCustomWall command, but adds the custom polygon to an existing (usually custom) wall object, instead of creating a new one. The example below adds the polygon to the Landscape mesh object, to the custom-created &amp;quot;mywall&amp;quot; Wall Object, which was created with the CreateWallObject command. The polygon will be two-sided if the DrawWalls command&amp;#039;s MainNegative and MainPositive parameters are true. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPolygon &amp;#039;&amp;#039;destobject, wallname, texturename, x1, y1, z1, x2, y2, z2, x3, y3, z3, ..., tw, th&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPolygon landscape, mywall, Brick, 0, 0, 0, 0, 10, 0, 10, 10, 0, 10, 0, 10, 0, 0&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ExtrudePoly - extrude the following polygon(s).  This command sets the thickness of the polygons following the command, and the side texture to use. The EndExtrude command resets the values to default. It works with the AddPolygon, AddCustomWall, and AddCustomFloor commands. In the example, the polygon created with the AddCustomWall command is thickened by 5 feet, with Brick being used as the side/filler texture. Tw and th are the tiling parameters for the sides.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ExtrudePoly side_texture, thickness, tw, th&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;DrawWalls = true, true, true, true, true, true&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ExtrudePoly Brick, 5, 1, 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;AddCustomWall...&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;EndExtrude&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ExtrudePoly - extrude the following polygon(s).  This command sets the thickness of the polygons following the command, and the side texture to use. The EndExtrude command resets the values to default. It works with the AddPolygon, AddCustomWall, and AddCustomFloor commands. In the example, the polygon created with the AddCustomWall command is thickened by 5 feet, with Brick being used as the side/filler texture. Tw and th are the tiling parameters for the sides.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ExtrudePoly side_texture, thickness, tw, th&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;DrawWalls = true, true, true, true, true, true&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ExtrudePoly Brick, 5, 1, 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;AddCustomWall...&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;EndExtrude&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddSphere - this command creates a sphere in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.  Inside determines if the inside or outside of the sphere should be drawn.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddSphere destobject, wallname, texturename, x, y, z, radius, latSteps, lonSteps, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddSphere landscape, mywall, Brick, 0, 0, 0, 5, 16, 16, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddBox - this command creates a box in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddBox destobject, wallname, texturename, x, y, z, width, height, depth, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddBox landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddCylinder - this command creates a cylinder in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddCylinder destobject, wallname, texturename, x, y, z, radius, height, slices, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddCylinder landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddCone - this command creates a cone in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddCone destobject, wallname, texturename, x, y, z, radius, height, slices, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddCone landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddCapsule - this command creates a capsule in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddCapsule destobject, wallname, texturename, x, y, z, radius, height, latSteps, lonSteps, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddCapsule landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddPlane - this command creates a plane in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPlane destobject, wallname, texturename, x, y, z, width, depth, x_segments, z_segments, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPlane landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddCircle - this command creates a circle in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddCircle destobject, wallname, texturename, x, y, z, radius, slices, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddCircle landscape, mywall, Brick, 0, 0, 0, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddTorus - this command creates a torus in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddTorus destobject, wallname, texturename, x, y, z, majorRadius, minorRadius, radialSteps, tubeSteps, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddTorus landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddDome - this command creates a dome in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddDome destobject, wallname, texturename, x, y, z, radius, latSteps, lonSteps, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddDome landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddPyramid - this command creates a pyramid in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPyramid destobject, wallname, texturename, x, y, z, width, depth, height, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPyramid landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddPrism - this command creates a prism in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPrism destobject, wallname, texturename, x, y, z, width, depth, height, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPrism landscape, mywall, Brick, 0, 0, 0, 5, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddTetrahedron - this command creates a tetrahedron in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddTetrahedron destobject, wallname, texturename, x, y, z, size, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddTetrahedron landscape, mywall, Brick, 0, 0, 0, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddOctahedron - this command creates a octahedron in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Syntax: AddOctahedron destobject, wallname, texturename, x, y, z, size, tw, th, inside&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Example: AddOctahedron landscape, mywall, Brick, 0, 0, 0, 5, 1, 1, false&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddIcosahedron - this command creates an icosahedron in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddIcosahedron destobject, wallname, texturename, x, y, z, radius, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;code&amp;gt;AddIcosahedron landscape, mywall, Brick, 0, 0, 0, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddGeosphere - this command creates a geosphere in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddGeosphere destobject, wallname, texturename, x, y, z, radius, subdivisions, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddGeosphere landscape, mywall, Brick, 0, 0, 0, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddGeosphere - this command creates a geosphere in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddGeosphere destobject, wallname, texturename, x, y, z, radius, subdivisions, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddGeosphere landscape, mywall, Brick, 0, 0, 0, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetKey - specifies that the next created model will be a key. The model will be tagged with a specific key ID number, and when clicked, the key ID will be added to the user&amp;#039;s keyring and the model will be deleted. The value must be greater than 0.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetKey &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetKey 1&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetKey - specifies that the next created model will be a key. The model will be tagged with a specific key ID number, and when clicked, the key ID will be added to the user&amp;#039;s keyring and the model will be deleted. The value must be greater than 0.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetKey &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetKey 1&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lighthouse Friesland</name></author>
	</entry>
	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=21545&amp;oldid=prev</id>
		<title>Lighthouse Friesland: /* Global Commands/Functions */</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=21545&amp;oldid=prev"/>
		<updated>2025-08-14T13:55:13Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Global Commands/Functions&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:55, 14 August 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l618&quot;&gt;Line 618:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 618:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#CreateWallObject - creates a custom wall object, in the specified mesh object. Wall objects are used to contain a number of polygons, to represent a wall structure, and are normally automatically created by other commands. The AddPolygon command is used with this command, to create the polygons.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;CreateWallObject &amp;#039;&amp;#039;destobject, name&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;CreateWallObject landscape, mywall&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#CreateWallObject - creates a custom wall object, in the specified mesh object. Wall objects are used to contain a number of polygons, to represent a wall structure, and are normally automatically created by other commands. The AddPolygon command is used with this command, to create the polygons.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;CreateWallObject &amp;#039;&amp;#039;destobject, name&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;CreateWallObject landscape, mywall&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddPolygon - this is the same as the AddCustomWall command, but adds the custom polygon to an existing (usually custom) wall object, instead of creating a new one. The example below adds the polygon to the Landscape mesh object, to the custom-created &amp;quot;mywall&amp;quot; Wall Object, which was created with the CreateWallObject command. The polygon will be two-sided if the DrawWalls command&amp;#039;s MainNegative and MainPositive parameters are true. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPolygon &amp;#039;&amp;#039;destobject, wallname, texturename, x1, y1, z1, x2, y2, z2, x3, y3, z3, ..., tw, th&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPolygon landscape, mywall, Brick, 0, 0, 0, 0, 10, 0, 10, 10, 0, 10, 0, 10, 0, 0&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddPolygon - this is the same as the AddCustomWall command, but adds the custom polygon to an existing (usually custom) wall object, instead of creating a new one. The example below adds the polygon to the Landscape mesh object, to the custom-created &amp;quot;mywall&amp;quot; Wall Object, which was created with the CreateWallObject command. The polygon will be two-sided if the DrawWalls command&amp;#039;s MainNegative and MainPositive parameters are true. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPolygon &amp;#039;&amp;#039;destobject, wallname, texturename, x1, y1, z1, x2, y2, z2, x3, y3, z3, ..., tw, th&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPolygon landscape, mywall, Brick, 0, 0, 0, 0, 10, 0, 10, 10, 0, 10, 0, 10, 0, 0&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ExtrudePoly - extrude the following polygon(s).  This command sets the thickness of the polygons following the command, and the side texture to use. The EndExtrude command resets the values to default. It works with the AddPolygon, AddCustomWall, and AddCustomFloor commands. In the example, the polygon created with the AddCustomWall command is thickened by 5 feet, with Brick being used as the side/filler texture. Tw and th are the tiling parameters for the sides.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ExtrudePoly side_texture, thickness, tw, th&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;DrawWalls = true, true, true, true, true, true&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ExtrudePoly Brick, 5, 1, 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;AddCustomWall...&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;EndExtrude&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ExtrudePoly - extrude the following polygon(s).  This command sets the thickness of the polygons following the command, and the side texture to use. The EndExtrude command resets the values to default. It works with the AddPolygon, AddCustomWall, and AddCustomFloor commands. In the example, the polygon created with the AddCustomWall command is thickened by 5 feet, with Brick being used as the side/filler texture. Tw and th are the tiling parameters for the sides.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ExtrudePoly side_texture, thickness, tw, th&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;code&amp;gt;DrawWalls = true, true, true, true, true, true&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ExtrudePoly Brick, 5, 1, 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;AddCustomWall...&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;EndExtrude&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddGeosphere - this command creates a geosphere in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddGeosphere destobject, wallname, texturename, x, y, z, radius, subdivisions, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddGeosphere landscape, mywall, Brick, 0, 0, 0, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddGeosphere - this command creates a geosphere in a given wall object. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddGeosphere destobject, wallname, texturename, x, y, z, radius, subdivisions, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddGeosphere landscape, mywall, Brick, 0, 0, 0, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetKey - specifies that the next created model will be a key. The model will be tagged with a specific key ID number, and when clicked, the key ID will be added to the user&amp;#039;s keyring and the model will be deleted. The value must be greater than 0.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetKey &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetKey 1&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetKey - specifies that the next created model will be a key. The model will be tagged with a specific key ID number, and when clicked, the key ID will be added to the user&amp;#039;s keyring and the model will be deleted. The value must be greater than 0.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetKey &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetKey 1&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lighthouse Friesland</name></author>
	</entry>
	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=21544&amp;oldid=prev</id>
		<title>Lighthouse Friesland: New commands (I didn&#039;t add every single new command, only 2 of them)</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=21544&amp;oldid=prev"/>
		<updated>2025-08-14T13:53:55Z</updated>

		<summary type="html">&lt;p&gt;New commands (I didn&amp;#039;t add every single new command, only 2 of them)&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:53, 14 August 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l618&quot;&gt;Line 618:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 618:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#CreateWallObject - creates a custom wall object, in the specified mesh object. Wall objects are used to contain a number of polygons, to represent a wall structure, and are normally automatically created by other commands. The AddPolygon command is used with this command, to create the polygons.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;CreateWallObject &amp;#039;&amp;#039;destobject, name&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;CreateWallObject landscape, mywall&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#CreateWallObject - creates a custom wall object, in the specified mesh object. Wall objects are used to contain a number of polygons, to represent a wall structure, and are normally automatically created by other commands. The AddPolygon command is used with this command, to create the polygons.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;CreateWallObject &amp;#039;&amp;#039;destobject, name&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;CreateWallObject landscape, mywall&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddPolygon - this is the same as the AddCustomWall command, but adds the custom polygon to an existing (usually custom) wall object, instead of creating a new one. The example below adds the polygon to the Landscape mesh object, to the custom-created &amp;quot;mywall&amp;quot; Wall Object, which was created with the CreateWallObject command. The polygon will be two-sided if the DrawWalls command&amp;#039;s MainNegative and MainPositive parameters are true. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPolygon &amp;#039;&amp;#039;destobject, wallname, texturename, x1, y1, z1, x2, y2, z2, x3, y3, z3, ..., tw, th&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPolygon landscape, mywall, Brick, 0, 0, 0, 0, 10, 0, 10, 10, 0, 10, 0, 10, 0, 0&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddPolygon - this is the same as the AddCustomWall command, but adds the custom polygon to an existing (usually custom) wall object, instead of creating a new one. The example below adds the polygon to the Landscape mesh object, to the custom-created &amp;quot;mywall&amp;quot; Wall Object, which was created with the CreateWallObject command. The polygon will be two-sided if the DrawWalls command&amp;#039;s MainNegative and MainPositive parameters are true. If created in a Floor section, the Y values will be relative to that floor&amp;#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddPolygon &amp;#039;&amp;#039;destobject, wallname, texturename, x1, y1, z1, x2, y2, z2, x3, y3, z3, ..., tw, th&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddPolygon landscape, mywall, Brick, 0, 0, 0, 0, 10, 0, 10, 10, 0, 10, 0, 10, 0, 0&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#ExtrudePoly - extrude the following polygon(s).  This command sets the thickness of the polygons following the command, and the side texture to use. The EndExtrude command resets the values to default. It works with the AddPolygon, AddCustomWall, and AddCustomFloor commands. In the example, the polygon created with the AddCustomWall command is thickened by 5 feet, with Brick being used as the side/filler texture. Tw and th are the tiling parameters for the sides.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ExtrudePoly side_texture, thickness, tw, th&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;DrawWalls = true, true, true, true, true, true&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ExtrudePoly Brick, 5, 1, 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;AddCustomWall...&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;EndExtrude&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#AddGeosphere - this command creates a geosphere in a given wall object. If created in a Floor section, the Y values will be relative to that floor&#039;s base.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddGeosphere destobject, wallname, texturename, x, y, z, radius, subdivisions, tw, th, inside&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddGeosphere landscape, mywall, Brick, 0, 0, 0, 5, 5, 1, 1, false&amp;lt;/code&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetKey - specifies that the next created model will be a key. The model will be tagged with a specific key ID number, and when clicked, the key ID will be added to the user&amp;#039;s keyring and the model will be deleted. The value must be greater than 0.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetKey &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetKey 1&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetKey - specifies that the next created model will be a key. The model will be tagged with a specific key ID number, and when clicked, the key ID will be added to the user&amp;#039;s keyring and the model will be deleted. The value must be greater than 0.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetKey &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetKey 1&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetLock - sets the lock and key parameters for subsequent doors, controls/buttons, and call buttons that are created.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetLock &amp;#039;&amp;#039;locked, keyid&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetLock 1, 3&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For doors, &amp;#039;&amp;#039;locked&amp;#039;&amp;#039; specifies which sides (directions) are locked. Values are:&amp;lt;br&amp;gt;0 - unlocked&amp;lt;br&amp;gt;1 - negative-facing (left/front) side locked&amp;lt;br&amp;gt;2 - positive-facing (right/back) side locked&amp;lt;br&amp;gt;3 - both sides locked&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For controls/buttons and call buttons, the &amp;#039;&amp;#039;locked&amp;#039;&amp;#039; values are:&amp;lt;br&amp;gt;0 - unlocked&amp;lt;br&amp;gt;1 - locked&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Locked objects can only be unlocked if the person has the key number specified as &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;. If &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039; is 0, no key is needed to lock or unlock. To reset to the defaults, use 0 for the &amp;#039;&amp;#039;locked&amp;#039;&amp;#039; setting and 0 for &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetLock - sets the lock and key parameters for subsequent doors, controls/buttons, and call buttons that are created.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetLock &amp;#039;&amp;#039;locked, keyid&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetLock 1, 3&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For doors, &amp;#039;&amp;#039;locked&amp;#039;&amp;#039; specifies which sides (directions) are locked. Values are:&amp;lt;br&amp;gt;0 - unlocked&amp;lt;br&amp;gt;1 - negative-facing (left/front) side locked&amp;lt;br&amp;gt;2 - positive-facing (right/back) side locked&amp;lt;br&amp;gt;3 - both sides locked&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For controls/buttons and call buttons, the &amp;#039;&amp;#039;locked&amp;#039;&amp;#039; values are:&amp;lt;br&amp;gt;0 - unlocked&amp;lt;br&amp;gt;1 - locked&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Locked objects can only be unlocked if the person has the key number specified as &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;. If &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039; is 0, no key is needed to lock or unlock. To reset to the defaults, use 0 for the &amp;#039;&amp;#039;locked&amp;#039;&amp;#039; setting and 0 for &amp;#039;&amp;#039;keyid&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lighthouse Friesland</name></author>
	</entry>
	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20228&amp;oldid=prev</id>
		<title>MelvinMan10: /* Global Commands/Functions */</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20228&amp;oldid=prev"/>
		<updated>2025-06-09T09:06:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Global Commands/Functions&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:06, 9 June 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l602&quot;&gt;Line 602:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 602:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ShaftShowFloors - allows a range of floors to be shown in an elevator or shaft, primarily for glass elevators.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ShaftShowFloors &amp;#039;&amp;#039;ShaftNumber = range/list[, full]&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;ShaftShowFloors 1 = 1 - 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example 2: &amp;lt;code&amp;gt;ShaftShowFloors 1 = 1 - 10, true&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The &amp;#039;&amp;#039;full&amp;#039;&amp;#039; parameter is optional, and if it is false or not specified (the default), only a range of floors are shown at a time (by default 3 at a time, and only the ones specified), while the elevator is moving, and is normally used in conjunction with the &amp;#039;&amp;#039;Group&amp;#039;&amp;#039; command for atriums. If &amp;#039;&amp;#039;full&amp;#039;&amp;#039; is true, all the floors in the list or range are shown at a time, while the user is in the shaft, regardless of if the elevator is moving or not, and are disabled when the user exits the shaft. In the first example above, let&amp;#039;s say the user is in an elevator in shaft 1, and is moving upwards from the 2nd floor. In this situation, floors 1 to 10 will be displayed, either a few at a time or the whole set (depending on the Group command), but after they go beyond the range, those floors will be disabled. In the second example, when the user enters the shaft or elevator, floors 1 to 10 will all be enabled, and when they exit the elevator/shaft, those floors will be disabled. For a basic glass elevator, the second example would be used, along with the Group command to group floors 1 to 10 together.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ShaftShowFloors - allows a range of floors to be shown in an elevator or shaft, primarily for glass elevators.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ShaftShowFloors &amp;#039;&amp;#039;ShaftNumber = range/list[, full]&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;ShaftShowFloors 1 = 1 - 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example 2: &amp;lt;code&amp;gt;ShaftShowFloors 1 = 1 - 10, true&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The &amp;#039;&amp;#039;full&amp;#039;&amp;#039; parameter is optional, and if it is false or not specified (the default), only a range of floors are shown at a time (by default 3 at a time, and only the ones specified), while the elevator is moving, and is normally used in conjunction with the &amp;#039;&amp;#039;Group&amp;#039;&amp;#039; command for atriums. If &amp;#039;&amp;#039;full&amp;#039;&amp;#039; is true, all the floors in the list or range are shown at a time, while the user is in the shaft, regardless of if the elevator is moving or not, and are disabled when the user exits the shaft. In the first example above, let&amp;#039;s say the user is in an elevator in shaft 1, and is moving upwards from the 2nd floor. In this situation, floors 1 to 10 will be displayed, either a few at a time or the whole set (depending on the Group command), but after they go beyond the range, those floors will be disabled. In the second example, when the user enters the shaft or elevator, floors 1 to 10 will all be enabled, and when they exit the elevator/shaft, those floors will be disabled. For a basic glass elevator, the second example would be used, along with the Group command to group floors 1 to 10 together.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ShaftShowInterfloors - display specific interfloors while inside a shaft. This is primarily for pipe/utility shafts.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ShaftShowInterfloors &amp;#039;&amp;#039;ShaftNumber = range/list&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;ShaftShowInterfloors 1 = 1 - 10&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ShaftShowInterfloors - display specific interfloors while inside a shaft. This is primarily for pipe/utility shafts.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ShaftShowInterfloors &amp;#039;&amp;#039;ShaftNumber = range/list&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;ShaftShowInterfloors 1 = 1 - 10&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ShaftShowOutside - allows objects outside the building (sky, landscape, etc) to be enabled while the user is both inside the specified shaft and on one of the specified floors - primarily for glass elevators.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ShaftShowOutside &#039;&#039;ShaftNumber = range/list&#039;&#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;ShaftShowOutside 1 = 1 - 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;In the above example, if a user is riding an elevator in shaft 1, the outside (sky, landscape, etc) will be enabled while the elevator is on any of the floors from 1 to 10. Once the elevator reaches the 11th floor, the outside will be disabled. This command can be mixed with &#039;&#039;ShaftShowFloors&#039;&#039; for mixed atrium/external glass elevators such as the ones in the Glass Tower, where the elevator moves upwards through an indoor atrium, and eventually outside above the atrium. In that situation, the floors that comprise the lower (atrium) section would be specified using &#039;&#039;ShaftShowFloors&#039;&#039; (such as 1-10), while the upper (outdoor) floors would be specified using &#039;&#039;ShaftShowOutside&#039;&#039; (such as 11-20).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ShaftShowOutside - allows objects outside the building (sky, landscape, etc) to be enabled while the user is both inside the specified shaft and on one of the specified floors - primarily for glass elevators.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ShaftShowOutside &#039;&#039;ShaftNumber = range/list&#039;&#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;ShaftShowOutside 1 = 1 - 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;In the above example, if a user is riding an elevator in shaft 1, the outside (sky, landscape, etc) will be enabled while the elevator is on any of the floors from 1 to 10. Once the elevator reaches the 11th floor, the outside will be disabled. This command can be mixed with &#039;&#039;ShaftShowFloors&#039;&#039; for mixed atrium/external glass elevators such as the ones in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;Glass Tower&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;, where the elevator moves upwards through an indoor atrium, and eventually outside above the atrium. In that situation, the floors that comprise the lower (atrium) section would be specified using &#039;&#039;ShaftShowFloors&#039;&#039; (such as 1-10), while the upper (outdoor) floors would be specified using &#039;&#039;ShaftShowOutside&#039;&#039; (such as 11-20).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ShowFullShaft - determines if an entire shaft should always be shown, such as a glass elevator track.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ShowFullShaft &amp;#039;&amp;#039;ShaftNumber = value&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;ShowFullShaft 1 = true&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#ShowFullShaft - determines if an entire shaft should always be shown, such as a glass elevator track.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;ShowFullShaft &amp;#039;&amp;#039;ShaftNumber = value&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;ShowFullShaft 1 = true&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#StairsShowFloors - allows a range of floors to be shown while inside the specified stairwell.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;StairsShowFloors &amp;#039;&amp;#039;StairwellNumber = range/list&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;StairsShowFloors 1 = 1 - 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;In the above example, let&amp;#039;s say the user is in stairwell 1, and is walking upwards from the 2nd floor. In this situation, the 2nd floor will be visible/enabled while they&amp;#039;re walking up (since it was in the range specified with this command), but when they reach the 11th floor, that floor will be invisible/disabled.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#StairsShowFloors - allows a range of floors to be shown while inside the specified stairwell.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;StairsShowFloors &amp;#039;&amp;#039;StairwellNumber = range/list&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;StairsShowFloors 1 = 1 - 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;In the above example, let&amp;#039;s say the user is in stairwell 1, and is walking upwards from the 2nd floor. In this situation, the 2nd floor will be visible/enabled while they&amp;#039;re walking up (since it was in the range specified with this command), but when they reach the 11th floor, that floor will be invisible/disabled.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>MelvinMan10</name></author>
	</entry>
	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20227&amp;oldid=prev</id>
		<title>MelvinMan10: /* Extended Commands/Functions */</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20227&amp;oldid=prev"/>
		<updated>2025-06-09T09:06:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Extended Commands/Functions&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:06, 9 June 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l651&quot;&gt;Line 651:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 651:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetLightDirection - sets the direction of a light, not applicable to point lights.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetLightDirection &amp;#039;&amp;#039;parent, name, X, Y, Z&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetLightDirection Floor 0, My Light, 10, 50, 20&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#SetLightDirection - sets the direction of a light, not applicable to point lights.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;SetLightDirection &amp;#039;&amp;#039;parent, name, X, Y, Z&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;SetLightDirection Floor 0, My Light, 10, 50, 20&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#MoveLight - moves a light.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;MoveLight &amp;#039;&amp;#039;parent, name, X, Y, Z&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;MoveLight Floor 0, My Light, 0, 10, 0&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The example will move &amp;quot;My Light&amp;quot; up 10 feet.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#MoveLight - moves a light.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;MoveLight &amp;#039;&amp;#039;parent, name, X, Y, Z&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;MoveLight Floor 0, My Light, 0, 10, 0&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The example will move &amp;quot;My Light&amp;quot; up 10 feet.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddCameraTexture - creates a CameraTexture in the specified object. CameraTextures are turned off by default, but can be turned on with Actions, used in conjunction with a trigger object. See the demo building &quot;[[Simple - CameraTexture]]&quot;.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddCameraTexture &#039;&#039;parent, name, quality, fov, position_x, position_y, position_z, use_rotation, rotation_x, rotation_y, rotation_z&#039;&#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddCameraTexture Floor 0, Camera1, 1, 71, 10, 10, 0, true, 0, 90, 0&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The example will create Camera1 on Floor 0, with a default FOV. Quality can either be 1, 2, or 3, and determines the resolution of the image. If &#039;&#039;use_rotation&#039;&#039; is false, the specified rotation will be a LookAt position. A light will also move with it&#039;s parent object, such as if you put a light in an elevator, it&#039;ll move as the elevator goes up.&amp;lt;br&amp;gt;The related Action commands that CameraTextures use are &#039;&#039;Enable&#039;&#039; and &#039;&#039;Disable&#039;&#039;, see the Triton Center building for an example of why this is needed, the framerate drops when the cameratexture is active, so it is only enabled in a small range near the TV screen.&amp;lt;br&amp;gt;&#039;&#039;Name&#039;&#039; will create a texture with that name, there can only be one texture with that name in the simulator instance, so make it unique. Once the CameraTexture is created, use another command such as AddWall to create a TV screen, and use the CameraTexture&#039;s name as the wall&#039;s texture. When the CameraTexture is enabled, you&#039;ll see a live video feed on your wall.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddCameraTexture - creates a CameraTexture in the specified object. CameraTextures are turned off by default, but can be turned on with Actions, used in conjunction with a trigger object. See the demo building &quot;[[Simple - CameraTexture]]&quot;.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddCameraTexture &#039;&#039;parent, name, quality, fov, position_x, position_y, position_z, use_rotation, rotation_x, rotation_y, rotation_z&#039;&#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddCameraTexture Floor 0, Camera1, 1, 71, 10, 10, 0, true, 0, 90, 0&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The example will create Camera1 on Floor 0, with a default FOV. Quality can either be 1, 2, or 3, and determines the resolution of the image. If &#039;&#039;use_rotation&#039;&#039; is false, the specified rotation will be a LookAt position. A light will also move with it&#039;s parent object, such as if you put a light in an elevator, it&#039;ll move as the elevator goes up.&amp;lt;br&amp;gt;The related Action commands that CameraTextures use are &#039;&#039;Enable&#039;&#039; and &#039;&#039;Disable&#039;&#039;, see the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;Triton Center&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] &lt;/ins&gt;building for an example of why this is needed, the framerate drops when the cameratexture is active, so it is only enabled in a small range near the TV screen.&amp;lt;br&amp;gt;&#039;&#039;Name&#039;&#039; will create a texture with that name, there can only be one texture with that name in the simulator instance, so make it unique. Once the CameraTexture is created, use another command such as AddWall to create a TV screen, and use the CameraTexture&#039;s name as the wall&#039;s texture. When the CameraTexture is enabled, you&#039;ll see a live video feed on your wall.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddSlidingDoor - creates a sliding door object, which is a door with the rotation setting turned off.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddSlidingDoor parent, name, open_sound, close_sound, open_state, texture, side_texture, thickness, face_direction, open_direction, open_speed, close_speed, CenterX, CenterZ, width, height, voffset, tw, th, side_tw, side_th&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddSlidingDoor Floor 0, MyDoor, open.wav, close.wav, false, Door, Brick, 0.2, left, right, 10, 5, 5, 3.5, 8, 0, 1, 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The example will create a sliding door on Floor 0. Open_state determines if the door is open on startup. Side_texture defines the texture used on the sides of the door. Face_direction is the direction the door faces, such as &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;front&amp;quot; or &amp;quot;back&amp;quot;. Open_direction is either &amp;quot;up&amp;quot;, &amp;quot;down&amp;quot;, &amp;quot;left&amp;quot;/&amp;quot;front&amp;quot; or &amp;quot;right&amp;quot;/&amp;quot;back&amp;quot;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddSlidingDoor - creates a sliding door object, which is a door with the rotation setting turned off.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddSlidingDoor parent, name, open_sound, close_sound, open_state, texture, side_texture, thickness, face_direction, open_direction, open_speed, close_speed, CenterX, CenterZ, width, height, voffset, tw, th, side_tw, side_th&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddSlidingDoor Floor 0, MyDoor, open.wav, close.wav, false, Door, Brick, 0.2, left, right, 10, 5, 5, 3.5, 8, 0, 1, 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The example will create a sliding door on Floor 0. Open_state determines if the door is open on startup. Side_texture defines the texture used on the sides of the door. Face_direction is the direction the door faces, such as &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;front&amp;quot; or &amp;quot;back&amp;quot;. Open_direction is either &amp;quot;up&amp;quot;, &amp;quot;down&amp;quot;, &amp;quot;left&amp;quot;/&amp;quot;front&amp;quot; or &amp;quot;right&amp;quot;/&amp;quot;back&amp;quot;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddStdDoor - creates a standard door object, which is a door with the rotation setting turned on. This command replaces the older &amp;#039;&amp;#039;AddDoor&amp;#039;&amp;#039; and related commands.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddStdDoor parent, name, open_sound, close_sound, open_state, texture, side_texture, thickness, face_direction, open_direction, open_speed, close_speed, CenterX, CenterZ, width, height, voffset, tw, th, side_tw, side_th&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddStdDoor Floor 0, MyDoor, open.wav, close.wav, false, Door, Brick, 0.2, left, right, 10, 10, 5, 5, 3.5, 8, 0, 1, 1, 1, 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The example will create a standard door on Floor 0. Open_state determines if the door is open on startup. Side_texture defines the texture used on the sides of the door. Face_direction is the direction the door faces, such as &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;front&amp;quot; or &amp;quot;back&amp;quot;. Open_direction is either &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;front&amp;quot; or &amp;quot;back&amp;quot;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddStdDoor - creates a standard door object, which is a door with the rotation setting turned on. This command replaces the older &amp;#039;&amp;#039;AddDoor&amp;#039;&amp;#039; and related commands.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddStdDoor parent, name, open_sound, close_sound, open_state, texture, side_texture, thickness, face_direction, open_direction, open_speed, close_speed, CenterX, CenterZ, width, height, voffset, tw, th, side_tw, side_th&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddStdDoor Floor 0, MyDoor, open.wav, close.wav, false, Door, Brick, 0.2, left, right, 10, 10, 5, 5, 3.5, 8, 0, 1, 1, 1, 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;The example will create a standard door on Floor 0. Open_state determines if the door is open on startup. Side_texture defines the texture used on the sides of the door. Face_direction is the direction the door faces, such as &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;front&amp;quot; or &amp;quot;back&amp;quot;. Open_direction is either &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;front&amp;quot; or &amp;quot;back&amp;quot;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>MelvinMan10</name></author>
	</entry>
	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20016&amp;oldid=prev</id>
		<title>Lighthouse Friesland: /* Comments */</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20016&amp;oldid=prev"/>
		<updated>2025-05-26T12:16:39Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Comments&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:16, 26 May 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l16&quot;&gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It&amp;#039;s a good idea to use comment markers to add a title header at the top of your building file. The Triton Center file has this header:&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It&amp;#039;s a good idea to use comment markers to add a title header at the top of your building file. The Triton Center file has this header:&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;#The Triton Center&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/nowiki&amp;gt;&lt;/del&gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;#The Triton Center&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;#Copyright ©2002-2013 Ryan Thoryk&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;#Copyright ©2002-2013 Ryan Thoryk&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lighthouse Friesland</name></author>
	</entry>
	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20003&amp;oldid=prev</id>
		<title>Elevator1512: /* See also */</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20003&amp;oldid=prev"/>
		<updated>2025-05-26T00:35:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;See also&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:35, 25 May 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l750&quot;&gt;Line 750:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 750:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [[Help:HowTos|HowTos]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [[Help:HowTos|HowTos]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* [[Introduction to Skyscraper]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* [[Skyscraper Internals and Development]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Design Guide|*]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Design Guide|*]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Elevator1512</name></author>
	</entry>
	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20002&amp;oldid=prev</id>
		<title>Elevator1512 at 00:30, 26 May 2025</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=20002&amp;oldid=prev"/>
		<updated>2025-05-26T00:30:48Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:30, 25 May 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l5&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Starting a new building ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Starting a new building ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Buildings are stored in text files in Skyscraper&#039;s &#039;&#039;buildings&#039;&#039; folder, usually at &quot;c:\program files\skyscraper\buildings&quot; on Windows, or in the &quot;buildings&quot; directory on Unix. The filenames end in BLD, and so you need to make sure your text file ends with &quot;.bld&quot; and not &quot;.txt&quot;. To create a new building, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first open up &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;text editor&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and read &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;instructions below&lt;/del&gt;. When you&#039;re finished, save &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;buildings&#039;&#039; folder shown above, as something like &quot;mybuilding.bld&quot;&lt;/del&gt;. The building will appear when you choose &quot;Other buildings...&quot; in Skyscraper&#039;s main menu &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the next time you run it. A simplistic building is included for you to get a good idea of the overall format of a typical building data file&lt;/del&gt;. You might also want to open one of the other buildings that come with Skyscraper (&quot;[[Triton Center]].bld&quot;, &quot;[[Glass Tower]].bld&quot;, etc) for examples on the more advanced functions. Please note that the script syntax &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will &lt;/del&gt;change in the future.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Buildings are stored in text files in Skyscraper&#039;s &#039;&#039;buildings&#039;&#039; folder, usually at &quot;c:\program files\skyscraper\buildings&quot; on Windows, or in the &quot;buildings&quot; directory on Unix. The filenames end in BLD, and so you need to make sure your text file ends with &quot;.bld&quot; and not &quot;.txt&quot;. To create a new building, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the easiest way is to modify the [[Simple]] building, which is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new building tutorial.  Copy the Simple.bld file&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is found in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;buildings&quot; folder, into another file, such as MyBuilding.bld&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/ins&gt;When you&#039;re finished, save &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your building and run &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simulator&lt;/ins&gt;. The building will appear when you choose &quot;Other buildings...&quot; in Skyscraper&#039;s main menu. You might also want to open one of the other buildings that come with Skyscraper (&quot;[[Triton Center]].bld&quot;, &quot;[[Glass Tower]].bld&quot;, etc) for examples on the more advanced functions. Please note that the script syntax &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;might &lt;/ins&gt;change in the future&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Small Example Building ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;To see an example of a small simplistic building in code, look at the &#039;&#039;Simple.bld&#039;&#039; code in Skyscraper&#039;s buildings directory. It&#039;s also available online [https://github.com/eventhorizon5/skyscraper/blob/master/buildings/Simple.bld here]&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== General Stuff ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== General Stuff ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l743&quot;&gt;Line 743:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 747:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#CreateChassis - creates the vehicle&amp;#039;s cahssis. The parameters are physics options that are used when creating the rigid body&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;CreateChassis &amp;#039;&amp;#039;restitution, friction, mass, linear_dampening, angular_dampening&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;CreateChassis 0.6, 0.6, 800, 0.2, 0.2&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#CreateChassis - creates the vehicle&amp;#039;s cahssis. The parameters are physics options that are used when creating the rigid body&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;CreateChassis &amp;#039;&amp;#039;restitution, friction, mass, linear_dampening, angular_dampening&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;CreateChassis 0.6, 0.6, 800, 0.2, 0.2&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddWheel - adds a wheel to this vehicle. If &amp;#039;&amp;#039;engine&amp;#039;&amp;#039; is true, the wheel is powered by the engine. If &amp;#039;&amp;#039;steerable&amp;#039;&amp;#039; is true, the wheel is controlled by the steering wheel. The ConnectionPoint values specify the point at which to connect the wheel to the chassis. The Direction and Axle values are optional, and the defaults for those are &amp;quot;0, 01, 0&amp;quot; for the Direction, and &amp;quot;-1, 0, 0&amp;quot; for the Axle.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddWheel &amp;#039;&amp;#039;engine, steerable, IsFrontWheel, radius, ConnectionPointX, ConnectionPointY, ConnectionPointZ[, DirectionX, DirectionY, DirectionZ, AxleX, AxleY, AxleZ]&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddWheel true, true, true, 0.3, -1, 0, 0&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#AddWheel - adds a wheel to this vehicle. If &amp;#039;&amp;#039;engine&amp;#039;&amp;#039; is true, the wheel is powered by the engine. If &amp;#039;&amp;#039;steerable&amp;#039;&amp;#039; is true, the wheel is controlled by the steering wheel. The ConnectionPoint values specify the point at which to connect the wheel to the chassis. The Direction and Axle values are optional, and the defaults for those are &amp;quot;0, 01, 0&amp;quot; for the Direction, and &amp;quot;-1, 0, 0&amp;quot; for the Axle.&amp;lt;br&amp;gt;Syntax: &amp;lt;code&amp;gt;AddWheel &amp;#039;&amp;#039;engine, steerable, IsFrontWheel, radius, ConnectionPointX, ConnectionPointY, ConnectionPointZ[, DirectionX, DirectionY, DirectionZ, AxleX, AxleY, AxleZ]&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Example: &amp;lt;code&amp;gt;AddWheel true, true, true, 0.3, -1, 0, 0&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Example Building ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There is an example of a small simplistic building in the code. Check out the [[Simple]] building code in the Skyscraper buildings directory. It&#039;s also available online [https://github.com/eventhorizon5/skyscraper/blob/master/buildings/Simple.bld here].&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [[Help:HowTos|HowTos]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [[Help:HowTos|HowTos]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Design Guide|*]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Design Guide|*]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Elevator1512</name></author>
	</entry>
	<entry>
		<id>https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=17657&amp;oldid=prev</id>
		<title>Elevator1512: /* IF/While statements */</title>
		<link rel="alternate" type="text/html" href="https://wiki.skyscrapersim.net/index.php?title=Help:Design_Guide&amp;diff=17657&amp;oldid=prev"/>
		<updated>2024-11-07T04:21:08Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;IF/While statements&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:21, 6 November 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l24&quot;&gt;Line 24:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 24:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic IF and While statements can be made, with the following syntax:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic IF and While statements can be made, with the following syntax:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;if[expression] command&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;if[expression] command&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;8&lt;/del&gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;while[expression] command&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&lt;/ins&gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;while[expression] command&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Available signs are &amp;lt;code&amp;gt;=&amp;lt;/code&amp;gt; (equals), &amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt; (greater than), &amp;lt;code&amp;gt;&amp;lt;&amp;lt;/code&amp;gt; (less than), &amp;lt;code&amp;gt;!&amp;lt;/code&amp;gt; (is not), &amp;lt;code&amp;gt;&amp;amp;&amp;lt;/code&amp;gt; (and) and &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; (or). Expressions can also be enclosed in parenthesis. Note that IF/While statements only work with the current line, and do not currently support multiple lines within an IF/While block, an &amp;quot;else&amp;quot; statement, or nesting. A While statement will loop the current line until the expression is false, so be careful with this because it can create an infinite loop if the expression is always true. See the &amp;#039;&amp;#039;[[#Functions|Functions]]&amp;#039;&amp;#039; section below for an example of a While statement.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Available signs are &amp;lt;code&amp;gt;=&amp;lt;/code&amp;gt; (equals), &amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt; (greater than), &amp;lt;code&amp;gt;&amp;lt;&amp;lt;/code&amp;gt; (less than), &amp;lt;code&amp;gt;!&amp;lt;/code&amp;gt; (is not), &amp;lt;code&amp;gt;&amp;amp;&amp;lt;/code&amp;gt; (and) and &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; (or). Expressions can also be enclosed in parenthesis. Note that IF/While statements only work with the current line, and do not currently support multiple lines within an IF/While block, an &amp;quot;else&amp;quot; statement, or nesting. A While statement will loop the current line until the expression is false, so be careful with this because it can create an infinite loop if the expression is always true. See the &amp;#039;&amp;#039;[[#Functions|Functions]]&amp;#039;&amp;#039; section below for an example of a While statement.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Elevator1512</name></author>
	</entry>
</feed>