Elevators updated to 2.7.0

Updated script package to 2.7.0:

  • The “experimental” animation based movement system from the previous version is now the only supported movement system. The old physics-based system is now considered legacy.
    • A legacy install disk for 2.6.2 with “real” physics will be included but no longer updated or supported.
  • Fixed an issue where systems that had many doors (10+) would fail to have all their scripts updated/installed by the install disk. If you have a system with many doors, I recommend running the update process to 2.7.0 twice to hit everything.
  • Fixed an edge case where the car doors would close if the elevator was put into maintenance mode while the doors were already open.
  • Added the ability to automatically remove unused floor buttons from the elevator car.
    • After installing the car, bring up the car menu (touch the panel behind the buttons) and choose Unlink from the menu. Extra buttons will be unlinked and then deleted.
  • Fixed an edge case where the car would throw an error about animating linksets with prim equivelancy. This error only seemed to happen when installing scripts and didn’t break anything.


Updated install disk to 2.4.1:

  • Cleaned up a bit of code and recompiled it using some new tools. Disk should be functionally the same.


Updated all shells to 2.7.0:

  • Updated all proxy scripts to be more reliable with regard to an update disk loading scripts into many objects.
  • Cars and doors have a new mesh shipping crate (looks the same, but only 1 LI).


Notes about mesh:
Gen2 was designed to use many different prims for different purposes and has many scripts that need to be inside some of these prims, such as the scripts for the buttons inside the car. Thus, it makes it difficult to convert components of a Gen2 elevator system to mesh and still retain functionality.
I’ve experimented with converting a Rhino elevator car to mesh and reduced the land impact from 28 to 20 with all 16 floor buttons. The problem is that when the car moves, it turns solid (convex hull) and then you can’t enter it or be inside of it. If you want to experiment with making your own mesh car (you can re-use the call panel and buttons and doors from one of my shells), you’ll have to use prims for most of it, and detail it with mesh perhaps. But as of right now it doesn’t seem to be straight forward to convert the old prim cars to mesh and have them work properly.