# $Id$ #This building is a bare-bones building designed to help others learn how to #make their own buildings in Skyscraper's scripting language. #All of the commands and parameters used in this file are documented in the #script guide (designguide.html) which comes with the program. #The first thing to learn is about comments - if you put a number sign (#) anywhere #in a line, all text after it will be ignored. If a line starts with that sign, the whole #line is ignored. #What we'll do first is include some fancy elevator door functions for use later. #This gives us access to a bunch of pre-made elevator door types #Then the thing you'll need to do when creating a building is define the global parameters. #These are contained inside the "Global" section. The following code shows this building's #basic parameters: Name = My Building Designer = Me CameraFloor = 0 CameraPosition = 0, -60 CameraRotation = 0, 0, 0 Sky = noon Bounds = -75, 0, -75, 75, 0, 75 #In the above code, I named the building "My Building", and set the designer as "Me". #I'm also telling the camera to start on the first floor with the CameraFloor parameter. In Skyscraper, #floor 0 is the first floor, floor 1 is the second, etc, and by setting the floor to "0" in that parameter, #I'm setting it to the first floor. Floors were numbered that way in order to make the numbering between #below ground and above ground floors seamless - so they'd go from -2, -1, 0, 1, 2 instead of skipping 0. #I also set the camera's position to be in the center of the map horizontally (0), and 60 feet to the front #of the map (-60) #Next you'll have to define your textures. Most of these commands simply load a texture file and give it #a name. At the bottom of the section you'll see code that adds text to existing textures. Load data/brick1.jpg, Brick, 0.269, 0.25 Load data/windows11h.jpg, MainWindows, 0.05, 1 Load data/windows11h_inside.gif, MainWindowsInt, 0.05, 1 Load data/Carpet0013_S.jpg, Carpet1, 0.2, 0.2 Load data/text13.jpg, Stairs, 0.269, 0.25 Load data/cinderblocks.jpg, Concrete, 0.25, 0.25 Load data/cinderblocks.jpg, StairsWall, 0.25, 1 Load data/cutston.jpg, InterExt, 0.269, 0.25 Load data/downtown.jpg, Downtown, 1, 1 Load data/cutston.jpg, Ceiling1, 0.269, 0.25 Load data/metal1.jpg, ElevExt, 0.25, 0.25 Load data/door1.jpg, ElevDoors, 1, 1 Load data/door1.jpg, ElevDoors2, -1, 1 Load data/panel-back2.jpg, ElevExtPanels, 1, 1 Load data/marb148.jpg, ElevPanel, 1, 1 Load data/diamond18j.jpg, ElevWall, 1, 1 Load data/diamond18j.jpg, ElevPanelMain, 1, 1 Load data/elev1.jpg, ElevCeiling, 0.25, 0.25 Load data/Carpet0006_S.jpg, ElevFloor, 0.25, 0.25 Load data/callbutton.gif, ButtonUp, 1, 1 Load data/callbutton_lit.gif, ButtonUpLit, 1, 1 Load data/callbutton.gif, ButtonDown, 1, -1 Load data/callbutton_lit.gif, ButtonDownLit, 1, -1 Load data/marbl3.jpg, Wall1, 0.269, 0.25 Load data/servicedoor2.jpg, StairsDoor, 1, 1 Load data/darrow_unlit.gif, ArrowUp, 1, 1 Load data/darrow_unlit.gif, ArrowDown, 1, -1 Load data/darrow_lit.gif, ArrowUp_Lit, 1, 1 Load data/darrow_lit.gif, ArrowDown_Lit, 1, -1 Load data/fire2keyoff.png, Fire2Off, 1, 1 Load data/fire2keyon.png, Fire2On, 1, 1 Load data/fire2keyhold.png, Fire2Hold, 1, 1 Load data/fire1keyoff.png, Fire1Off, 1, 1 Load data/fire1keyon.png, Fire1On, 1, 1 Load data/fire1keybypass.png, Fire1Bypass, 1, 1 Load data/runkey.png, RunKey, 1, 1 Load data/stopkey.png, StopKey, 1, 1 Load data/indservkeyon.png, IndOn, 1, 1 Load data/indservkeyoff.png, IndOff, 1, 1 Load data/black.jpg, Black, 1, 1 Load data/black_lit.jpg, BlackLit, 1, 1 AddText Black, ButtonOpen, nimbus_sans.ttf, 28, Open, -1, -1, -1, -1, center, center, 255, 255, 255 AddText Black, ButtonClose, nimbus_sans.ttf, 28, Close, -1, -1, -1, -1, center, center, 255, 255, 255 AddText Black, ButtonAlarm, nimbus_sans.ttf, 28, Alarm, -1, -1, -1, -1, center, center, 255, 255, 255 AddText Black, ButtonCancelTemp, nimbus_sans.ttf, 28, Call, -1, 30, -1, 54, center, center, 255, 255, 255 AddText ButtonCancelTemp, ButtonCancel, nimbus_sans.ttf, 28, Cancel, -1, 71, -1, 95, center, center, 255, 255, 255 AddTextRange 1, 10, Black, Button%number%, nimbus_sans.ttf, 47, %number%, -1, -1, -1, -1, center, center, 255, 255, 255 AddTextRange 1, 10, BlackLit, ButtonLit%number%, nimbus_sans.ttf, 47, %number%, -1, -1, -1, -1, center, center, 255, 255, 255 #Next you'll need to create the ground. The following code is the default ground code. #The second command is needed to cut a whole in the ground for the building. In this #example I'm giving the building dimensions of 40x40 feet, so it needs to be cut from #-20 to 20 horizontally, and -20 to 20 depth-wise. AddGround Ground, Downtown, -158400, -158400, 158400, 158400, 0, 7920, 7920 Cut Landscape, -20, -1, -20, 20, 1, 20, false, true #Now it's time to start making the building's floors. If you're making basement levels, they must #be specified before floor 0 and the other above-ground floors, and must also be in decending #order (-1, -2, -3, etc). In this example, I'm just going to make above-ground floors. The following #code creates 10 floors (0 to 9). Note that math can be used inside commands to make things easier. #The ID of a floor is it's commonly-used number or symbol - this sets floor 0 to be known as "1", etc. ID = %floor% + 1 Name = Floor (%floor% + 1) Type = Office Height = 10 #This is the height in feet of the floor #the interfloor area represents the area used by trusses (floor supports), below the floor's base InterfloorHeight = 2.24 #This is the height in feet of the interfloor space between floors #Floor 0 needs to have it's altitude manually set, since it's interfloor space is below the floor's base if[%floor% = 0] Altitude = -%interfloorheight% #create a basic carpeted floor DrawWalls = false, true, false, false, false, false AddFloor Floor, Carpet1, 0.5, -20, -20, 20, 20, 0, 0, false, false, 0, 0, False #create a ceiling DrawWalls = true, false, false, false, false, false AddFloor Ceiling, Ceiling1, 0.5, -20, -20, 20, 20, %height% - 0.05, %height% - 0.05, false, false, 0, 0, False #External windows - this creates the outside versions of the windows, and also the walls outside the #interfloor areas SetAutoSize = true, false DrawWalls = true, false, false, false, false, false if[%floor% ! 0] AddWall Front, MainWindows, 0, -20, -20, 20, -20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True if[%floor% = 0] AddWall Front, MainWindows, 0, -13, -20, 20, -20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True AddWall Left, MainWindows, 0, -20, 20, -20, -20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True if[%floor% ! 0] AddWall Front, InterExt, 0, -20, -20, 20, -20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0, True if[%floor% ! 0] AddWall Left, InterExt, 0, -20, 20, -20, -20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0, True DrawWalls = false, true, false, false, false, false AddWall Right, MainWindows, 0, 20, -20, 20, 20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True AddWall Back, MainWindows, 0, 20, 20, -20, 20, %height%, %height%, %interfloorheight%, %interfloorheight%, 0, 0, True if[%floor% ! 0] AddWall Right, InterExt, 0, 20, -20, 20, 20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0, True if[%floor% ! 0] AddWall Back, InterExt, 0, 20, 20, -20, 20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0, True SetAutoSize = true, true #Internal windows - this creates the transparent windows on the inside of each floor SetAutoSize = true, false DrawWalls = false, true, false, false, false, false if[%floor% = 0] AddWall Front, MainWindowsInt, 0, -13, -20, 20, -20, %height%, %height%, 0, 0, 0, 0, False if[%floor% ! 0] AddWall Front, MainWindowsInt, 0, -20, -20, 20, -20, %height%, %height%, 0, 0, 0, 0, False AddWall Left, MainWindowsInt, 0, -20, 20, -20, -20, %height%, %height%, 0, 0, 0, 0, False DrawWalls = true, false, false, false, false, false AddWall Right, MainWindowsInt, 0, 20, -20, 20, 20, %height%, %height%, 0, 0, 0, 0, False AddWall Back, MainWindowsInt, 0, 20, 20, -20, 20, %height%, %height%, 0, 0, 0, 0, False SetAutoSize = true, true #Interfloor bottom FloorOrientation = bottom DrawWalls = false, true, false, false, false, false AddInterfloorFloor IFloor, Brick, 0.5, -20, -20, 20, 20, 0, 0, false, false, 0, 0 #Interfloor top FloorOrientation = top DrawWalls = true, false, false, false, false, false AddInterfloorFloor ITop, Brick, 0.5, -20, -20, 20, 20, %interfloorheight% - 0.05, %interfloorheight% - 0.05, false, false, 0, 0 #Interfloor walls WallOrientation = left DrawWalls = false, true, false, false, false, false AddInterfloorWall IFront, Brick, 0.5, -20, -20, 20, -20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0 AddInterfloorWall ILeft, Brick, 0.5, -20, 20, -20, -20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0 WallOrientation = right DrawWalls = true, false, false, false, false, false AddInterfloorWall IRight, Brick, 0.5, 20, -20, 20, 20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0 AddInterfloorWall IBack, Brick, 0.5, 20, 20, -20, 20, %interfloorheight%, %interfloorheight%, 0, 0, 0, 0 DrawWalls = true, true, false, false, false, false #Finally create the roof (11th floor), and add a square brick floor on it. ID = R Name = Roof Type = Roof Height = 10 InterfloorHeight = 2.24 DrawWalls = false, true, false, false, false, false AddFloor Roof, Brick, 0.5, -20, -20, 20, 20, 0, 0, false, false, 0, 0, True #roof DrawWalls = true, true, false, false, false, false AddModel Couch, couch.mesh, true, 18.6, 0, -5, 0, 90, 0, 0, 0.7, false, 0, 0, 0 AddModel Couch, couch.mesh, true, 0, 0, -18.6, 0, 180, 0, 0, 0.7, true, 0.1, 0.5, 0.1 SetKey 1 AddModel Key, key.mesh, true, -10, 0, 0, 0, 90, 0, 0, 3, false, 0, 0, 0 #Now since the main portion of the building is done, it would be nice to have an elevator. #First we'll have to create an elevator shaft: AddShaft 1, 0, 6, 0, 9 ShaftCut 1, -4, -4.125 + 0.33, 4, 4.125, 0, 5 #in the above code, I added a regular shaft with the number of "1" at the position (0, 6), and told it to #span floors 0 to 9 (1 to 10). The second command cuts a hole for the shaft in all the levels below, and #in that command the whole size of the shaft needs to be specified. You'll see that it spans horizontally #from -4 to 4 (it's 8 feet wide), and depth-wize from -4.125 + 0.33 to 4.125 (the 0.33 is there to provide #some floor area in front of the elevator door, and is the width of the external wall around the shaft. #Now for the walls inside and outside of the shaft. A floor and ceiling will also need to be made inside #the shaft. Notice that the commands such as AddShaftWall are based on the shaft's central position, while #AddWall is not. FloorOrientation = top DrawWalls = false, true, false, false, false, false if[%floor% = 0] AddShaftFloor 1, Shaft1Base, Brick, 0.5, -4, -4.125, 4, 4.125, 0, 0, false, false, 0, 0 DrawWalls = true, false, false, false, false, false if[%floor% = 9] AddShaftFloor 1, Shaft1Top, Brick, 0.5, -4, -4.125, 4, 4.125, %fullheight%, %fullheight%, false, false, 0, 0 DrawWalls = true, true, false, false, false, false WallOrientation = left AddShaftWall 1, Shaft1Left, Brick, 0.33, -4, -4.125, -4, 4.125, %fullheight%, %fullheight%, 0, 0, 0, 0 AddShaftWall 1, Shaft1Front, Brick, 0.33, -4, -4.125, 4, -4.125, %fullheight%, %fullheight%, 0, 0, 0, 0 WallOrientation = right AddShaftWall 1, Shaft1Right, Brick, 0.33, 4, -4.125, 4, 4.125, %fullheight%, %fullheight%, 0, 0, 0, 0 AddShaftWall 1, Shaft1Back, Brick, 0.33, -4, 4.125, 4, 4.125, %fullheight%, %fullheight%, 0, 0, 0, 0 WallOrientation = right DrawWalls = true, false, false, false, false, false AddWall Shaft1LeftE, Wall1, 0.33, -4, -4.125 + 6 - 0.33, -4, 4.125 + 6 + 0.33, %height%, %height%, 0, 0, 0, 0, False AddWall Shaft1FrontE, Wall1, 0.33, -4 - 0.33, -4.125 + 6, 4 + 0.33, -4.125 + 6, %height%, %height%, 0, 0, 0, 0, False WallOrientation = left DrawWalls = false, true, false, false, false, false AddWall Shaft1RightE, Wall1, 0.33, 4, -4.125 + 6 - 0.33, 4, 4.125 + 6 + 0.33, %height%, %height%, 0, 0, 0, 0, False AddWall Shaft1BackE, Wall1, 0.33, -4 - 0.33, 4.125 + 6, 4 + 0.33, 4.125 + 6, %height%, %height%, 0, 0, 0, 0, False #The numbers can get complex, but for the Shaft1LeftE (external left wall), the X position is at -4, #and the Z starting position is -4.125 (negative half of the width of the shaft) plus 6 (central Z position #of the shaft) minus 0.33 (the width of the wall), and the Z ending position is 4.125 (positive #half of the shaft's width) plus 6 (central Z position again) plus 0.33 (the width of the wall again) #reset drawwalls DrawWalls = true, true, false, false, false, false #Now we create an elevator. When creating one, first some basic parameters are defined and then #the CreateElevator command is used to create it. After that, the floors/walls are created, and then #other objects such as panels, buttons, indicators, etc. #standard elevator; 7 feet wide, 6 feet deep #First specify parameters Name = My Elevator Type = Local #standard passenger/local elevator Speed = 5 Acceleration = 0.2 Deceleration = 0.2 AccelJerk = 0.2 DecelJerk = 0.2 ServicedFloors = 0 - 9 AssignedShaft = 1 LevelingOpen = 0.2 #then create the elevator at position (0, 5.706) on the first floor (0) CreateElevator false, 0, 5.706, 0 #elevator's floor FloorOrientation = top DrawWalls = true, true, true, true, true, true TextureOverride ElevExt, ElevFloor, ElevExt, ElevExt, ElevExt, ElevExt AddFloor Floor, ElevFloor, 0.2, -3.5, -3, 3.5, 3, 0, 0, false, false, 0, 0 #elevator's ceiling FloorOrientation = bottom TextureOverride ElevCeiling, ElevExt, ElevExt, ElevExt, ElevExt, ElevExt AddFloor Ceiling, ElevCeiling, 0.2, -3.5, -3, 3.5, 3, 8, 8, false, false, 0, 0 #ceiling #elevator's back and right walls WallOrientation = right DrawWalls = true, true, false, false, false, false TextureOverride ElevWall, ElevExt, ElevExt, ElevExt, ElevExt, ElevExt AddWall Back, ElevWall, 0.2, -3.5, 3, 3.5, 3, 8, 8, 0, 0, 0, 0 #back wall TextureOverride ElevWall, ElevExt, ElevExt, ElevExt, ElevExt, ElevExt AddWall Right, ElevWall, 0.2, 3.5, -3, 3.5, 3, 8, 8, 0, 0, 0, 0 #right wall #elevator's left wall WallOrientation = left TextureOverride ElevExt, ElevWall, ElevExt, ElevExt, ElevExt, ElevExt AddWall Left, ElevWall, 0.2, -3.5, -3, -3.5, 3, 8, 8, 0, 0, 0, 0 #left wall #elevator's panels DrawWalls = true, true, false, true, false, false TextureOverride ElevExt, ElevPanelMain, ElevExt, ElevExt, ElevExt, ElevExt AddWall Left Panel, ElevPanelMain, 0.2, -3.5, -3, -1.75, -3, 8, 8, 0, 0, 0, 0 #left panel DrawWalls = true, true, true, false, false, false TextureOverride ElevExt, ElevPanelMain, ElevExt, ElevExt, ElevExt, ElevExt AddWall Right Panel, ElevPanelMain, 0.2, 1.75, -3, 3.5, -3, 8, 8, 0, 0, 0, 0 #right panel #now the doors - this calls one of the functions defined in the data/scripts/elevator_doors.txt file #that we included at the beginning. That file provides a number of pre-made door styles, and for this #we're going to use the standard center-open style. #shaft doors can also be created later in the floor section for them to be made on a per-floor basis WallOrientation = right elevdoor_center_classic(1, ElevDoors, Black, 0.2, 0, -3.01, 3.5, 8, front, 0.3, false) elevdoor_center_classic(1, ElevDoors, Black, 0.2, 0, -3.301, 3.5, 8, front, 0.3, true) WallOrientation = left SetAutoSize = true, true #The positioning of the doors is the tricky part. You'll see that I placed the car doors at position #(0, -3.01) and the shaft doors at (0, -3.301). If you look above at the panels, you'll notice that #they're Z position is -3, so I made sure to place to car doors immediately after that (-3.01) so that #they don't overlap the panels. Since I gave them a depth size of 0.2, I need to place the shaft doors #0.2 feet beyond them, at -3.301. #This creates the directional indicator outside the elevator AddDirectionalIndicators true, false, false, true, ElevExtPanels, ArrowUp, ArrowUp_Lit, ArrowDown, ArrowDown_Lit, -3, -3.301 - 0.2 - 0.66 - 0.001, 6, front, 0.5, 1, true, 0, 0 #I made the positioning more obvious in that one using math. I positioned it horizontally (X) at -3, and #for the depth (Z) position, I took the shaft door position from above (-3.301), subtracted 0.2 from that #(the depth of the shaft doors), subtracted 0.66 from that (the size of the shaft interior and exterior #walls combined since each is 0.33), and finally subtracted an extra 0.001 to prevent it from interfering #with the wall. #0.75 + (0.3 * 6) #floor signs AddFloorSigns 0, true, Button, left, 3.5 / 2 - 0.01, -3.301 - 0.2 - 0.33, 0.5, 0.42, 5.5 AddFloorSigns 0, true, Button, right, -3.5 / 2 + 0.01, -3.301 - 0.2 - 0.33, 0.5, 0.42, 5.5 #panel #for the panel, the depth (Z) position is the front edge of the elevator (-3), plus the depth of the #panels (0.2), plus an extra 0.001 to prevent overlapping interference. #For the horizontal position, since it's supposed to be on the left panel (right when you're turned around #inside the elevator), I first put -1.75 (the right side of the left panel specified above), then subtracted #0.875 from that (half of the panel's width, or 1.75 / 2), and added 0.1 to that to pull it closer to the #door just a tiny bit. CreatePanel ElevPanel, 15, 5, back, -1.75 - 0.875 + 0.1, -3 + 0.2 + 0.001, 0.15, 0.15, 0.3, 0.45, 4, 0, 0 AddControl 1, switch.wav, 2, 2, 1, 1, 0, 0, Fire2Off, Fire2Hold, Fire2On, Fire2Off, Fire2Hold, Fire2On AddButton 1, switch.wav, ButtonCancel, ButtonCancel, 2, 4, cancel, 1, 1 SetLock 1, 1 AddButton 1, switch.wav, Button10, ButtonLit10, 3, 3, 9, 1, 1 SetLock 0, 0 AddButton 1, switch.wav, Button9, ButtonLit9, 4, 3, 8, 1, 1 AddButton 1, switch.wav, Button8, ButtonLit8, 5, 3, 7, 1, 1 AddButton 1, switch.wav, Button7, ButtonLit7, 6, 3, 6, 1, 1 AddButton 1, switch.wav, Button6, ButtonLit6, 7, 3, 5, 1, 1 AddButton 1, switch.wav, Button5, ButtonLit5, 8, 3, 4, 1, 1 AddButton 1, switch.wav, Button4, ButtonLit4, 9, 3, 3, 1, 1 AddButton 1, switch.wav, Button3, ButtonLit3, 10, 3, 2, 1, 1 AddButton 1, switch.wav, Button2, ButtonLit2, 11, 3, 1, 1, 1 AddButton 1, switch.wav, Button1, ButtonLit1, 12, 3, 0, 1, 1 AddButton 1, switch.wav, ButtonOpen, ButtonOpen, 13, 2, open, 1, 1 AddButton 1, switch.wav, ButtonClose, ButtonClose, 13, 4, close, 1, 1 AddControl 1, switch.wav, 14, 2, 1, 1, 0, 0, run, stop, RunKey, StopKey AddControl 1, switch.wav, 14, 3, 1, 1, 0, 0, IndOff, IndOn, IndOff, IndOn AddButton 1, , ButtonAlarm, ButtonAlarm, 14, 4, alarm, 1, 1 #Floor Indicator AddFloorIndicator Button, back, -1.75 - 0.875 + 0.1, -3 + 0.2 + 0.001, 0.7, 0.5, 6.5 #Stairs #The stairs can be tricky, but make sense once you've worked with them a little bit. #First you need to create the stairwell and cut a whole in the floors for the new stairwell #(this is almost identical to creating a shaft) - in this we say that the stairwell is centered at #(10, 15) and is servicing floors 0 to 9 (1-10): CreateStairwell 1, 10, 15, 0, 9 CutStairwell 1, -8.5, -3.5, 8.5, 3.5, 0, 5 #Just like the shafts, the stairs need to be cut with the whole size specified - this stairwell is 17 feet #wide (-8.5 to 8.5) and 7 feet deep (-3.5 to 3.5). #Now for the actual stairs themselves, and the floors/walls #More info on stairs specifics at http://en.wikipedia.org/wiki/Stairwell #maximum riser height allowed in real-world settings is 8.25 inches (0.6875 feet) #minimum tread length allowed in real-world settings is 9 inches (0.75 feet) #first get the height of each riser. More info on stairs specifics at http://en.wikipedia.org/wiki/Stairwell #this takes the total height of a single staircase level (which is the height of the floor plus the above floor's interfloor height. #then divide that value by the total number of stairs you're going to be using. Make sure that the value it comes up with is not #over the riser height limit (you can have it over the limit in Skyscraper, but it won't be realistic) #So, in this example, I'm using 20 total stairs, which is 10 on each side. Set 1 = (%height% + Floor(%floor% + 1).InterfloorHeight) / 20 #determine riser size #now add the stairs themselves. The parameters are explained in the design guide, but basically the lower stairs in this example #start on the left (bottom) and end on the right (top), and so they face left. The upper stairs are the opposite, so they face right. #the important part of this is the tread size. In this, it's specified as "10 / 9", since I'm wanting the stairs to be a total of 10 feet long, #and there's 9 steps created (even though there's 10 stairs total - but like the design guide says, the top tread is not counted, since the top #tread is the landing (specified later). To calculate the height and length of the staircase (according to the design guide): #the height is the number of stairs times the riser size (which would be 10 * %1%). #The length is the number of stairs minus one, times the tread size - in this example it would be 9 * (10 / 9) which is 10. if[%floor% < 9] AddStairs 1, StairsLower, Stairs, left, 0, -1.75, 3.5, %1%, 10 / 9, 10, 0, 0, 0 if[%floor% < 9] AddStairs 1, StairsUpper, Stairs, right, 0, 1.75, 3.5, %1%, 10 / 9, 10, %1% * 10, 0, 0 FloorOrientation = top #For the landings, you need to know where the stairs start and end (the positions). Since these stairs are located/centered at X position 0, you #can find the left and right sides by taking the staircase length and dividing by 2. In this example the stairs have a width of 10, and so it reaches #5 feet in each direction (-5 to 5). So the lower landing would reach from the left side of the staircase (-8.5) to the left side of the stairs (-5), #and the upper landing would be the opposite (go from the stairs top, 5, to the right side of the staircase, 8.5). if[%floor% > 0] AddStairsFloor 1, LandingLower, Brick, 0.5, -8.5, -3.5, -5, 3.5, 0, 0, false, false, 1, 1 if[%floor% = 0] AddStairsFloor 1, LandingLower, Brick, 0.5, -8.5, -3.5, 8.5, 3.5, 0, 0, false, false, 1, 1 if[%floor% < 9] AddStairsFloor 1, LandingUpper, Brick, 0.5, 5, -3.5, 8.5, 3.5, %1% * 10, %1% * 10, false, false, 1, 1 #the landing covers simply cover the portion of the landing that isn't covered up by the stairs. You can see this cover if you're underneath a staircase, #and it's the small wall piece just below it (fills in the gap between the lower floor's ceiling, and the landing above it). In this example, the #lower landing would need a cover going from Z values -3.5 to 0 (center), since the stairs in that section go from 0 to 3.5. The upper landing is #the opposite (0 to 3.5). DrawWalls = false, true, false, false, false, false WallOrientation = right AddStairsWall 1, LandingLowerCover, Brick, 0.1, -5, -3.5, -5, 0, 0.5, 0.5, -0.5, -0.5, 0, 1 DrawWalls = true, false, false, false, false, false WallOrientation = left if[%floor% < 9] AddStairsWall 1, LandingUpperCover, Brick, 0.1, 5, 0, 5, 3.5, 0.5, 0.5, (%1% * 10) - 0.5, (%1% * 10) - 0.5, 0, 1 DrawWalls = true, true, false, false, false, false #the stairs walls are simply the walls inside the stairwell SetAutoSize = true, false WallOrientation = right AddStairsWall 1, LeftWall, StairsWall, 0.3, -8.5, -3.5 - 0.3, -8.5, 3.5 + 0.3, %fullheight%, %fullheight%, -%interfloorheight%, -%interfloorheight%, 0, 3 AddStairsWall 1, FrontWall, StairsWall, 0.3, -8.5 - 0.3, -3.5, 8.5 + 0.3, -3.5, %fullheight%, %fullheight%, -%interfloorheight%, -%interfloorheight%, 0, 3 WallOrientation = left AddStairsWall 1, BackWall, StairsWall, 0.3, -8.5 - 0.3, 3.5, 8.5 + 0.3, 3.5, %fullheight%, %fullheight%, -%interfloorheight%, -%interfloorheight%, 0, 3 AddStairsWall 1, RightWall, StairsWall, 0.3, 8.5, -3.5 - 0.3, 8.5, 3.5 + 0.3, %fullheight%, %fullheight%, -%interfloorheight%, -%interfloorheight%, 0, 3 SetAutoSize = true, true #This command adds a door, and automatically cuts the walls for you. if[%floor% = 9] SetLock 2, 1 AddStairsDoor 1, , , False, StairsDoor, 0.2, 1, 0, -8.5, 0, 3.5, 8, 0, 1, 1 SetLock 0, 0 #Add filler walls around the door, to cover the gap caused by the cut AddFillerWalls ConnectionWall, 0.3, 10 - 8.5 - 0.3, 15, 3.5, 8, 0, false, 1, 1, false #Finally create some call buttons for the elevator, or you'll have a hard time getting into it (unless #of course you use the elevator editor, but that's not very realistic). #This code centers the buttons at the horizontal position of 3 feet. The depth/Z position is figured out #using other values from above - first I took 6, which is the central Z position of the shaft. Then I #subtracted 4.125 (half of the shaft's depth) from that, then subtracted 0.33 (the shaft's external wall depth) #and then subtracted an extra 0.1 to keep it away from the wall itself to prevent interference. CallButtonElevators = 1 CreateCallButtons ElevExtPanels, ButtonUp, ButtonUpLit, ButtonDown, ButtonDownLit, 3, 6 - 4.125 - 0.33 - 0.1, 4, front, 0.5, 1, true, 0, 0 #Now to add an external fire service button, we first create the fire service actions #these call the Fire1 modes on Elevator 1 AddAction FireServiceOn, Elevator1, Fire1On AddAction FireServiceOff, Elevator1, Fire1Off AddAction FireServiceBypass, Elevator1, Fire1Bypass #Create the fire service button itself, and map the previously created actions with the textures FireOff, FireOn, and FireBypass AddActionControl FireSwitch, switch.wav, front, 3, 6 - 4.125 - 0.33 - 0.1, 0.25, 0.25, 3.5, FireServiceOff, FireServiceBypass, FireServiceOn, Fire1Off, Fire1Bypass, Fire1On SetAutoSize = false, false AddRevolvingDoor , MainWindowsInt, 0.2, false, 4, 0.2, 45, -16.5, -20, 6, 8, 0, 1, 1, false