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Messages - NothingCanStopMe357

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1
Content Requests / Re: How to add and poisition lift parts on a lift
« on: June 27, 2026, 08:43:10 pm »

This is how each elevator functions are implemented:


1. The "COP": you would use the CreatePanel command to create the panel and the AddButton/AddControl commands within the Elevator Section to add the controls.
2. The "HOP" (we call these Call Stations, HOP is an incorrect term): You use the CallButtonElevators and CreateCallButtons commands to create the call stations. A more modern/better way of doing this would be to use the CallStation section, and using the CreatePanel for the panel and the AddControl for the buttons/switches. Keep in mind that the CallStation section only works in Skyscrapersim 1.12+ and for older versions you have to resort to the old CallButtonElevators and CreateCallButtons commands.
3. Outside/inside lanterns & Indicators: AddDirectionalIndicator is used for lanterns and AddFloorIndicator is used for the floor indicator.


All the documentation is found on this guide: https://www.skyscrapersim.net/guide/. If you find any of this challenging, the best way to get familiar with these controls is to reference the code from a Skyscrapersim Building (eg. simple.bld) and view the code from there.

FYI, I looked up online and HOP is not an incorrect term (It stands for Hall Operating Panel), but I have never heard of the term and I believe it is usually referred to as Call Stations. Apologies on that one.

2
General Discussion / Re: Moving photos
« on: June 27, 2026, 08:36:33 pm »

Depends on what you mean by "moving" them.

I checked out Simple - Animated, which contains several different animated/movement techniques for textures/photos.

I'm not sure if animated gifs are supported, though.

Animated gifs would be nice to support, I'd have to figure out how to code it though.  If you save each frame of the gif into a separate image, you can animated it by the LoadAnimated command.


There was an update to Skyscrapersim where you can use CreateSlideshow command in Textures if you have varying lengths for when to display each image. This can be useful if some frames in a GIF are the exact same and you want to save on storage/memory, and you would use the StartSlideshow and StopSlideshow methods to control whether or not its playing. Not sure how useful it would be compared to LoadAnimated but this is worth mentioning here.

3
Mainly Schindler because of their quality. But I also like KONE, Mitsubishi and Hyundai.
For OTIS, I prefer the older models such as Elevonic 401/411 and the early GEN2 models.


I would generally agree with OTIS selections you have, mainly Series 1 Fixtures and Gen2s (but those GEN2s would use Series 2 or 4 Buttons [I think they called it "Standard" or "Classic" at the time], and have the GEN2 voice).
For Schindlers, I would say my favorite would probably be the MT fixtures. (Probably would prefer that over the HT)


No preference on other elevators mainly. I also like Impulse fixtures on Dover Elevators.

4
Buildings / Re: Coalham Heights - Unvalid_Marc Mod
« on: June 27, 2026, 08:13:47 pm »
Quick question: Do you know where is ALP Content store data pack? I am having trouble finding it on the site.

5
General Discussion / Re: Future project: Vehicles for Skyscrapersim
« on: October 07, 2025, 01:58:30 pm »
Hi! I definitely agree with your request, and I believe in adding in different vehicle types to the simulator.


If you want to take a look at the proposal, I made a forum post about 2.5 years ago: https://skyscrapersimulatorforum.createaforum.com/general-discussion/expanding-the-vehicle-section-in-1-11-alpha-450/msg4024/#msg4024

6
Tutorials / Re: 🏗 🖥 Guide to building creators 🛠 🏗
« on: September 02, 2025, 01:29:18 pm »
I attempted to use your building creator, but when I re-name the file and put in ".bld" after the name, it does not automatically convert to a BLD file.


Depending on the operating system, you will have to enable a feature where file extensions are shown in file explorer, since the (.txt) part may be missing, and you will need to make sure that part is removed.

7
Integration Projects / Re: g-ElevIntegration
« on: September 30, 2024, 04:56:25 pm »
Notice: September 29, 2024
Work on this IP will now progress slower, since I just got a computer with a lower clock speed processor (1.1 GHz), as opposed to 2.4 GHz which my old computer's processor has, and resulting from that, the building takes longer to load and is also harder on the framerate.
Thanks for letting me know. Would you be able to explain why this is the case? Did you move from a desktop to a budget laptop or was it do to something else. Not gonna judge but I am curious as to why this is.

8
General Discussion / Re: How do you plan out your buildings?
« on: May 14, 2024, 10:06:19 am »
I'm really not sure, unfortunately, because I'm in a similar situation as you whenever I try to build stuff for skyscrapersim. I believe the best approach would be to look at buildings in real life (and their floorplans) as a starting point and later on in development, you could make your own buildings based off those designs.

9
Buildings / Re: I crashed the game through unskilled .bld editing
« on: March 06, 2024, 12:11:13 pm »
the issue in question was
Code: [Select]
CreateShaft(1, 0, 2, 1, -114, -24, 0.33, 7, 7, 1, 0, 1, 1)
ShaftShowFloors 1 = 0 - 2, true
ShaftShowOutside 1 = 0 - 2
throwing an error so I naively deleted the showshaftfloor parameters, causing it to crash
I have noticed the CreateShaft command is being used, which Skyscrapersim does not have listed. I'm guessing you most likely retrieved it from a building created using SBCR, and that program has a special way of condensing functions by defining it within a building script to save memory for large, massive creations. If you are handcrafting buildings, you would have to use AddShaft and creating shafts manually.

10
Content Requests / Re: How to add and poisition lift parts on a lift
« on: February 24, 2024, 03:56:35 pm »

This is how each elevator functions are implemented:


1. The "COP": you would use the CreatePanel command to create the panel and the AddButton/AddControl commands within the Elevator Section to add the controls.
2. The "HOP" (we call these Call Stations): You use the CallButtonElevators and CreateCallButtons commands to create the call stations. A more modern/better way of doing this would be to use the CallStation section, and using the CreatePanel for the panel and the AddControl for the buttons/switches. Keep in mind that the CallStation section only works in Skyscrapersim 1.12+ and for older versions you have to resort to the old CallButtonElevators and CreateCallButtons commands.
3. Outside/inside lanterns & Indicators: AddDirectionalIndicator is used for lanterns and AddFloorIndicator is used for the floor indicator.


All the documentation is found on this guide: https://www.skyscrapersim.net/guide/. If you find any of this challenging, the best way to get familiar with these controls is to reference the code from a Skyscrapersim Building (eg. simple.bld) and view the code from there.

11
Data / Re: Epco SSL Fixture Set
« on: February 19, 2024, 10:51:54 am »
I will need to check it out when I have time

12
Buildings / Re: Problem with tow Beno buildings
« on: February 19, 2024, 10:49:44 am »
It would be cool if we had some skyscrapersim building visualization editor of some sort. No, I’m not talking about the program about exploring buildings which we already have, but rather a program where we can edit and see buildings in real time before it gets exported as a building file.

13
Off Topic / Re: Tallest Building Visited
« on: February 18, 2024, 11:30:08 pm »
The tallest building I have went up in is the One World Trade Center (Freedom Tower) in NYC. In other words, it’s the successor to the old twin towers.

14
Sometimes we cannot accomplish everything on time. This is just how life is unfortunately.  :(

15
I will take a look at it whenever I have time.


Unfortunately, Skyscrapersim building creator 2 on scratch is hard to maintain and it will need to be overhauled AGAIN  :( .
This time it will be done through Turbowarp again (a scratch modification), but it will make use of custom resources that will allow it to be better maintained, and also unlock new features (such as directly saving into skyscrapersim folder). If I end up releasing it, I will post both the source code and the executable.

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