When linking objects to the trailer, you must SELECT THE TRAILER LAST before linking. Trailer floor must remain root prim for proper working.
3 Skirt trailers (2 clean, 1 neglected)
3 blocks trailers (2 clean, 1 neglected)
Metal Stairs
2 Wooden Stairs (natural and white)
2 Wooden Deck (natural and white)
Casperlet Pairing README
Object UUID Script (for pairing)
Online Manual Link (for this manual)
S2 Store Landmark
This trailer box includes 2 versions with 3 themes each, for a total of 6 different trailers.
There is the skirt version which has the bottom covered with a skirt (The Lowest land impact version), and there is the cinder block mounted versions that has a crawl space under with blocks columns and trailer frames.
Each version comes with 3 different themes: Clean 1, Clean 2 and neglected. Textures, colors and materials changes between versions.
The trailers comes without a stair or deck linked to it, however, on the box we include you options to add.
Choose a stair or wooden deck included in the box, alternatively, you can use any other object that can fit, doe not needs to be the default ones.
After rezzing and placing the piece in place, you can select the piece first, then the trailer, and link them together.
It's important to select the piece first then the trailer last before linking. Trailer must always be selected last when linking something to it,
the trailer floor piece must remain Root Prim for everything to work properly.
The building has a built-in central access control that controls access for doors, windows and lights. As default is set to Group.
To change the access control you must edit the notecard inside the building. To edit the notecard, right-click the building, select "edit", on the "Content" tab inside the build window, double-click on the "Configuration Notecard" to open it.
On the line "Access = Group", you can replace group for ANYONE, GROUP, or OWNER.
To allow specific avatars, no matter the access set, add lines as follows: Avatar = (USERNAME HERE) Example: Avatar = Seba Serpente
Use one line per avatar, add as many lines as needed.
IMPORTANT to use the username and not the display name. No need to add "Resident" as last name.
SAVE the notecard after changes to apply. Building will confirm the changes on local chat.
*Access control will stop working if root prim is changed on order. When linking things, select the building last*
This building is equipped with S2 Pro Lights. You may use S2 Pro-Lights Add-ons with your building.
Light switches works with proximity when standing in front of the switch.
Lights are projectors, better when using Advanced Lights Models.
They will only work for the person if the person is allowed by the HD Access Control.
Switches and lights works by a Light ID on the objects' description. If a light and a switch has the same Light ID on description, they will work together. To change Light ID, select that object and change description as needed. TOUCH lights and switch to apply the changes.
As default, all lights and switches must be linked together physically to work. This is the low lag way to make them work.
If you cannot link some lights to the same group for any reason (mostly distance), you need to activate the remote function.
On the switch that needs to control lights remotely, add on the description after the Light ID a Channel. It needs to be after the Light ID separated by a comma (Example: EXTERIOR, -112233)
Repeat this last process just on the lights that will be remotely operated. Set same light ID and channel on the description.
Switch will now communicate via link with the linked lights and via remote with the lights with channel set.
It is recommended to use a different channel for different buildings or locations to prevent cross communication problems.
NOTE: This only works within the same Sim.
Light parameters and colors are hard coded, and cannot be changed.
The building uses S2's custom doors. Door opening direction and sound cannot be modified on this version (hard coded).
Door security is handled by the building HD Access Control.
Doors work with avatar proximity.
You can change the Auto-Close time on the door description, in seconds. Change the number to the desired seconds or use 0 to disable.
You can lock/unlock the door on the door description. Change the word to LOCKED to use HD Access, or UNLOCK to open for everyone.
All doors have built in decals. See customization section.
Door description must remain in the same order to work. Auto-Close Number first, Lock state last.
The building uses S2's custom windows. Functioning is hard coded and is not meant to be modified.
Windows will always work with the HD Access Control settings.
Windows work with avatar proximity.
If the building is resized, the windows will not work correctly.
You can adjust the window placement and movement by changing the local-pos on the window description (Advanced knowledge required)
This building is fully compatible with the Casperlet rental system.
Pairing readme notecard included inside the box. Alternatively:
Touch here to see the S2 Building - Casperlet Pairing online manual.
Once paired to a rental box, it will add tenants and sub-tenants to the access control automatically when a rent is started, and will remove them when the rent is finished.
We recommend setting the building to the rental administration group, or to owner, adding admins on the allowed list.
Building is not scripted to customize itself, however, is made to be customized directly by the user. Textures are not provided as the building uses many materials enabled textures, making it complex to change them. Changing the actual textures is not recommended unless you also change the material textures as well. Some basic building skills are required.
Use the viewer build window to change color of walls, floors and ceilings. Make sure to checkmark "select surface" first, so you change just one surface and not the whole object. Can keep shift key pressed to select/deselect multiple faces.
The building is made out of many linked pieces. You can remove or move pieces independently by using the the viewer build mode. Make sure to check mark the "edit linked" box before selecting the piece(s). Can keep shift key pressed to select/deselect multiple pieces. Touch the unlink button on the build window once you got the piece(s) selected to unlink.
Never unlink everything at once as this will likely break the building beyond repair.
When linking objects to the building, make sure to select the building last before linking. Trailer floor must remain root prim for proper workings.
Trailer has custom physics, some pieces needs to be set to "prim" on physics settings, other pieces needs to be phantom and set to "none".
All doors has 4 square decal surfaces, invisible by default.
You can make these surfaces visible and make custom decals for the doors. Press Ctrl+Alt+T to see invisible surfaces.
Use the viewer build window to change texture of walls, floors and ceilings. Make sure to checkmark "select surface" first, so you change just one surface and not the whole object. Can keep shift key pressed to select/deselect multiple faces.
All texture surfaces has custom materials textures. If you are changing textures, make sure to change the materials too, or remove them, to prevent visual problems.
Trailer could be resized, but be aware that windows may not work properly afterwards.
You could replace doors, windows and lights, however, these will not work with the integrated access control.
AC unit outside is made to be removed. The Small vent outside is also removable and can use it inside as well if wanted.
Interior walls can be fully removed, leaving gaps. May require intense modifications to change the interior layout.
Access control is not working properly on doors and lights: Root prim changed: An object was linked/unlinked in the wrong order. Floor must be root prim.
Doors are rotating in the wrong direction: Root prim changed: An object was linked/unlinked in the wrong order. Floor must be root prim.
Windows are not ending up on the right position: Root prim changed or the building was resized.
"ERROR: Root prim may not be set to shape type none." : A door was made the root prim, linked in the wrong order. Floor must be root prim.
Can't find the Access Notecard on the building content: An object was linked/unlinked in the wrong order. Floor must be root prim.
Invisible wall or thing preventing from walking somewhere: An object was unlinked and linked, and the physics shape setting was not set properly. Some pieces requires to be set to prim, others to none.
Mesh and Textures: Seba Serpente
Scripting: Lares Carter
v1.0.0 - Release Version
v1.0.1 - Fixed living room switch texture bug when switch is on, this is only on the Neglected Trailer on Blocks.
You can use our group chat and ask other customers, or fill a support form.
Visit our Inworld Store for group invite.