Escalator2011: Difference between revisions

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# Before adding your escalators, place in this code (Function Activation Code). This will basically insert the functionscript into your building file, allowing you to place in the scripting code which actually creates the escalators.<br> <code> <Include Escalator2011/Scripts/r5_escalator_script.txt> </code>
# Before adding your escalators, place in this code (Function Activation Code). This will basically insert the functionscript into your building file, allowing you to place in the scripting code which actually creates the escalators.<br> <code> <Include Escalator2011/Scripts/r5_escalator_script.txt> </code>
# Now it is time to place in the function: AddEscalators2. Here is the syntax (it is long, it is placed on several lines)...<br>
# Now it is time to place in the function: <code>AddEscalators2</code>. Here is the syntax (it is long, it is placed on several lines)...<br>
<code>AddEscalators2(number, numberofescalators, direction, startfloor, endfloor, steptexture, stepsidetexture, landingtexture, balustradetexture,
<code>AddEscalators2(number, numberofescalators, direction, startfloor, endfloor, steptexture, stepsidetexture, landingtexture, balustradetexture, walltexture, handrailtexture,<br>x, z, width, height, steps, lengthbetweenescalators, balustradewidth, useautomaticcutting,
walltexture, handrailtexture, x, z, width, height, steps, lengthbetweenescalators, balustradewidth, useautomaticcutting,
useautomaticrailings, extracutting, railingthickness, railingheight, railingtexture)</code><br>
useautomaticrailings, extracutting, railingthickness, railingheight, railingtexture)</code><br>
Note that you can also place in AddAutoEscalators2 (syntax is the same), which will cause escalator units on particular floors to render and not render as you travel up/down the escalator bank.
Note that you can also place in AddAutoEscalators2 (syntax is the same), which will cause escalator units on particular floors to render and not render as you travel up/down the escalator bank.
== Examples ==
== Examples ==
<code>#Escalators<br>
<code>#Escalators<br>

Revision as of 17:12, 3 March 2024

Escalator2011 is a script that allows users to add realistic looking escalators more easily. It was made by escalatorgeek881 as part of the EG881 Integration Project.

How to Use

Escalator2011 was created to allow users to add escalators into their buildings by following a few basic and easy steps instead of spending hours trying to manually create them. Escalator2011 hopes to completely redefine the concept of building coding in Skyscraper, as it allows a new feature to be added into buildings. It now has all of the escalator code inside special functions, which are created in special script files. This feature allows you to add a bank of escalators on a single floor or among a range of floors with only one line of code, instead of inserting serveral lines of code that into your building code. Each release of Escalator2011 will have its own script file, which will allow backwards comparability when Escalator2011 is updated. Adding escalators is simpler than ever before, you no longer have to open up special text files and insert the code from those files into your building code.

To add an escalator, follow these basic steps...

  1. Before adding your escalators, place in this code (Function Activation Code). This will basically insert the functionscript into your building file, allowing you to place in the scripting code which actually creates the escalators.
    <Include Escalator2011/Scripts/r5_escalator_script.txt>
  2. Now it is time to place in the function: AddEscalators2. Here is the syntax (it is long, it is placed on several lines)...

AddEscalators2(number, numberofescalators, direction, startfloor, endfloor, steptexture, stepsidetexture, landingtexture, balustradetexture, walltexture, handrailtexture,
x, z, width, height, steps, lengthbetweenescalators, balustradewidth, useautomaticcutting, useautomaticrailings, extracutting, railingthickness, railingheight, railingtexture)

Note that you can also place in AddAutoEscalators2 (syntax is the same), which will cause escalator units on particular floors to render and not render as you travel up/down the escalator bank.

Examples

#Escalators
<Include Escalator2011/Scripts/r5_escalator_script.txt>

AddEscalators2(1, 2, left, -1, 6, Escalator3X_Unmarked, Escalator3X_Unmarked, EscalatorLandingX, Balustrade1, Wall2, Handrail1, 20, 40, 3.5, 12, 18, 2, 0.5, true, true, 2, 0.5, 4, Wall2)
AddAutoEscalators2(2, 2, left, -1, 6, Escalator3X_Unmarked, Escalator3X_Unmarked, EscalatorLandingX, Balustrade1, Wall2, Handrail1, 20, 40, 3.5, 12, 18, 2, 0.5, true, true, 2, 0.5, 4, Wall2)
AddEscalators2(3, 2, left, -1, 6, Escalator3X_Unmarked, Escalator3X_Unmarked, EscalatorLandingX, Balustrade1, Wall2, Handrail1, 20, 40, 3.5, 12, 18, 2, 0.5, false, false)

Syntax Description

General

1. number: each line of escalator code counts as one stairwell, so number as if each escalator is a stairwell

2. numberofescalators: Specifies the number of escalators the unit(s) will have (currently only 1 and 2)

3. direction: specifies direction in which the escalator faces (side where lower landing is), can be back, front, left, or right

4. startfloor: specifies the lowest floor served

5. endfloor: specifies the highest floor served, if you want to add an escalator spans multiple floors, place in the lowest floor + 1

Textures

6. steptexture: this is the texture used on the escalator steps

7. stepsidetexture: in most directions (except on left) this does nothing, but otherwise specifies the upright face of the steps

8. landingtexture: this is the texture of the landings, which is the metal covering over the mechanical parts on the top and bottom of the escalator

9. balustradetexture: this is the texture of the balustrades, should be a metal texture

10. walltexture: this is the texture of the outer walls (external side of outer balustrades and underside)

11. handrailtexture: this is the texture of the handrails

Position

12. x: this is the central x (left-right) coordinate for the escalator bank

13. z: this is the central z (front-back) coordinate for the escalator bank

Size

14. width: this is the width of the escalators, default is 3.5

15. height: this is the vertical height of the escalators

16. steps: this is the number of steps the the escalators have, this is also the length of the escalators, this should be the height multiplied by 1.5 rounded to nearest whole number

17. lengthbetweenescalators: in a double escalator setup, this is the width of the central balustrade, or the divider of the two escalators, the default is 2, the minimum is 1

18. balustradewidth: this is the width of the outer balustrades (not the divider in AddDoubleEscalator), the default and minimum is 0.5

Cutting and Railings

19. useautomaticcutting: Specifies whether to use automatic cutting (true) or not to use it (false).

20. useautomaticrailings: Specifies whether to add automatic railings (true) or not to add them (false).

21. extracutting: This determines the length of any desired extra cutting around the lateral sides of the escalators.

22. railingthickness: Specifies the thickness of the railings.

23. railingheight: Specifies the height of the railings (does not include interfloor height).

24. railingtexture: Specifies the texture of the railings.

Default Textures

Escalator2011 contains a small set of default escalator textures, which are bundled with Escalator2011 and do not have to be placed in the data folder.

Tan-Colored Steps with Yellow Line

EscalatorX: horizontal grooves, line on left EscalatorXB: horizontal grooves, line on right EscalatorX_Unmarked: horizontal grooves, no line

EscalatorZ: vertical grooves, line on bottom EscalatorZB: vertical grooves, line on top EscalatorZ_Unmarked: vertical grooves, no line

Gray Steps with No Line

Escalator2X: horizontal grooves, no line Escalator2XB: horizontal grooves, no line

Escalator2Z: vertical grooves, no line Escalator2ZB: vertical grooves, no line

Black Steps with Yellow Line

Escalator3X: horizontal grooves, line on left Escalator3XB: horizontal grooves, line on right Escalator3X_Unmarked: horizontal grooves, no line

Escalator3Z: vertical grooves, line on bottom Escalator3ZB: vertical grooves, line on top Escalator3Z_Unmarked: vertical grooves, no line

Landings

EscalatorLandingX: tancolored EscalatorLandingZ: tan-colored

Accessories

Balustrade1: dark stainless steel Handrail1: solid black

Releases

Release 1 (4/4/11)

  1. Code for creating a two-escalator bank facing back
  2. Basic information and instructions added

Release 2 (4/24/11)

  1. Code for creating a two-escalator bank facing front
  2. Instructions revised
  3. New configuration for number of steps, which is also the length of the escalator(s)
  4. Center Z changed to Upper Landing Z Coordinate, which is the endpoint in which is upper landing is located
  5. Diagrams added
  6. Slight changes to defaults
  7. Code for creating a two-escalator bank facing left
  8. Added multifloor code
  9. Code for creating a two-escalator bank facing right (single floor and multifloor)
  10. Small code revisions

Release 3 (5/15/11)

  1. Condensed and simplified code.
  2. Code has been migrated to functions.
  3. Code for creating single escalators.

Release 4 (6/5/11)

R3 SCRIPT (AddEscalator and AddDoubleEscalator)

  1. Created special code for automatic cutting and railings (R3 Script).
  2. Added new default textures (R3 Script)
  3. Default textures are now loaded automatically from a special folder (R3 Script)

R4 SCRIPT (AddEscalators)

  1. Single and double escalator code integrated into one function: AddEscalators (R4 Script)
  2. Automatic cuts and railings, which can be switched on and off (R4 Script)
  3. Added new default textures (R4 Script)
  4. Default textures are now loaded automatically from a special folder (R4 Script)

Release 5 (6/5/11)

R5 SCRIPT (AddEscalators2)

  1. New parameter for escalator landing texture
  2. Rearranged syntax.