Tsume Xiao Posted August 18, 2010 Share Posted August 18, 2010 Ok, since the epic Juli-vator seems to be getting stuck, I slapped together an elevator/thrill-ride.Its a ramp at the bottom of the build zone that drops you into a hole, on top of the elevator pad. Click the pad (if its not red), and it launches you up. When it stops, get off using the ADA-approved disembarkation ramp. The ride lats about 1 second.The elevator is one way only. To get down into the build zone... Jump.P.S. There is no music. Deal with it. Quote Link to comment Share on other sites More sharing options...
Zerowinged Vasiliev Posted August 18, 2010 Share Posted August 18, 2010 *Holsters his LMG and stows his grenades* Thank you. . . So much.♥ Quote Link to comment Share on other sites More sharing options...
Inoue Katsu Posted August 19, 2010 Share Posted August 19, 2010 why not just use the base teleporters ?just an idea .. >.> Quote Link to comment Share on other sites More sharing options...
Zerowinged Vasiliev Posted August 19, 2010 Share Posted August 19, 2010 Rides kill boredom? I dunno, either one would work =x Quote Link to comment Share on other sites More sharing options...
Tsume Xiao Posted August 19, 2010 Author Share Posted August 19, 2010 why not just use the base teleporters ?just an idea .. >.>The No-Entry parcel eats the one that goes to the build zone.Also, sometimes you just need to get out of the build zone, but the new sim builders removed Keno's undoubtedly high-prim ramps. Quote Link to comment Share on other sites More sharing options...
RazorFox Posted August 21, 2010 Share Posted August 21, 2010 I just use the grappling hook that's built into every single Ordo HUD. Quote Link to comment Share on other sites More sharing options...
Nrom Normandy Posted August 21, 2010 Share Posted August 21, 2010 Do we really need elevators in the build zone? I thought we were concerned about objects having scripts in the sim and also the number of prims available for the new sim build. This uses both of those resources. We already have plenty of means to get up to the top via jet pack and grappling hook, and there's also the teleporter at the base of the room to go to other areas. Quote Link to comment Share on other sites More sharing options...
Acheron Gloom Posted August 21, 2010 Share Posted August 21, 2010 Do we really need elevators in the build zone? I thought we were concerned about objects having scripts in the sim and also the number of prims available for the new sim build. This uses both of those resources. We already have plenty of means to get up to the top via jet pack and grappling hook, and there's also the teleporter at the base of the room to go to other areas. Quote Link to comment Share on other sites More sharing options...
Trinity Heckroth Posted August 21, 2010 Share Posted August 21, 2010 /agree with nrom. We havent had one for a long time, and we've been fine. So why now? I mean, the muzak is great, but, we dont NEED an elevator there. Quote Link to comment Share on other sites More sharing options...
Tsume Xiao Posted August 21, 2010 Author Share Posted August 21, 2010 /agree with nrom. We havent had one for a long time, and we've been fine. So why now? I mean, the muzak is great, but, we dont NEED an elevator there.Honestly. Return them both and Just put in a ramp of prims, That's fine with me. Just some way to get out that doesn't require you to have anything on (jetpack, grapple hook) and can take you to the build zone exit. Quote Link to comment Share on other sites More sharing options...
Acheron Gloom Posted August 22, 2010 Share Posted August 22, 2010 Honestly. Return them both and Just put in a ramp of prims, That's fine with me. Just some way to get out that doesn't require you to have anything on (jetpack, grapple hook) and can take you to the build zone exit.Good enough for me. I'd prefer a single prim ramp/ladder/non-phys elevator that you step on and it moves you up. Quote Link to comment Share on other sites More sharing options...