When linking objects to the building, you must SELECT THE BUILDING LAST before linking. The ground level floor must remain root prim for proper working.
S2 Metropolitan Police Station BUILDBOX (rez+touch)
Optional Sheriff Text Sign
Decal Sizes templates (for doors and entrance frame)
Some default textures( bed mattress & pillow, lineup wall, seal sign)
HD Door Remote HUD (for garage door)
Object UUID Script (for casperlet pairing)
Online Manual Link (for this manual)
S2 Store Landmark
The building has a built-in central access control that controls access for doors, gate 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 region.
Light parameters and colors are hard coded, and cannot be changed.
*Access control for switches will stop working if root prim is changed on order. When linking things, select the building last*
The building includes a timer to control exterior lights and signs. The timer is located in the lobby next to the desk.
When the timer is on (AUTO), will turn on exterior lights and signs on during the night, and off during the day. Timer is off as default.
If you need other lights to be on timer, we suggest to set them to the same timer. Multiple timers are unnecesary.
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.
*Access control for doors will stop working, and rotations will break, if root prim is changed on order. When linking things, select the building last*
The doors on the holding cells has some different features from the normal doors. The process for customization, auto-close and lock remains the same.
Doors cannot be opened from inside the cell (from the back side), no matter the person or access setting.
Doors have a working Food Pass/Cuff Port. Touch it to open/close, if allowed by the access control, from the front side of the door.
Doors have a square decal surface in the front side, used for cell number as default.
The garage door is sold by HD: https://marketplace.secondlife.com/p/HD-Overhead-Garage-Door/9618783
The garage door on the building is already configured. You can find the buttons for the doors inside the garage, next to the door.
The door access works with the building access control.
Doors comes with an auto-close set. You can disable it by clicking the rail and using the menu.
You can temporarily stop the door from auto-closing itself by pressing the stop button on the buttons or HUD.
Door won't close if doorway is obstructed.
Various add-ons for the garage door are available in the market.
*Access control for door will stop working if root prim is changed on order. When linking things, select the building last*
You can find a complete manual for the doors here: http://hdemergency.com/manuals/OverheadDoor.htm
The remote HUD is included in the box and is copy/transfer.
To setup the remotes, touch the REMOTE RECEIVER inside the garage, and set a new channel. Use any number at-least 3 digits long.
Once a channel is set, the status light should turn green, and receiver should be ready.
Wear the Remote HUD included in the box, touch the gear button on HUD to add the channel you set, add door numbers, and groups.
- On this building there is only one door, and the door number is 1. No group is needed to be set.
You can distribute the remote to other people, just be aware it will only work if the person is allowed by the building Access system.
You can both touch the door rail and use the customization features on the menu as needed, or customize it manually using the viewer build feature.
You can find the template for the door panel texture here: http://hdemergency.com/templates.html
For add-ons and mods, you can set the needed API or RELAY on the building access notecard.
The elevator included inside the building is a licensed component and is not made by S2.
As default, the elevator is already properly configured and working, as per manufacturer guidelines.
Elevator access is not linked to the building access control. Elevator is indipendent.
The elevator cab is the only thing that is not linked to the building. Make sure to use the BUILDBOX to rez and place the building properly.
The elevator controller is located under the staircase on the ground level.
Touch the green SETUP button on the controller to access the elevator customization options.
The manufacturer does not recommend resizing the elevator, and advices to not change descriptions on the parts.
If building scripts are reset, or the building is duplicated, the elevator cab will disconnect from the controller. Touch elevator to connect to controller, also touch SETUP on controller to pair the cab again.
Elevator shaft is fully modeled. Floor of shaft is phantom and can be made invisible. Usefull for underground expansion.
You can find all the elevator documentation here: http://ntbigroup.com/gentek/buildkit/delta
(S2 IS NOT RESPONSIBLE FOR ELEVATOR RELATED MALFUNCTIONING OR SUPPORT)
Out of the box, the holding cells includes mirror, bed and toilet/sink combo. The last 2 are scripted.
Please note that the furniture in the building is PG.
Right Click / Sit to use the bed.
Touch the bed to alternate between Sitting and Laying poses.
You will need to stand up and sit again to change pose.
Right Click / Sit to sit on the toilet. Will use your own avatar AO sit.
Touch arrow up button on the top area of sink to activate the sink.
Touch arrow down button on the top are of sink to flush the toilet.
Touch the Toilet Paper Roll to get a roll, Can wear it to hold it, or rez it. Non scripted prop.
The directional window is located between the lineup room and interrogation room on the ground level. These rooms are intended to be used in alternation. When an interrogation is being held, the lineup room becomes an observation room, and when a lineup is held, the interrogation room becomes the observation room. The window works realisticly using the room lights to affect the window reflection. This is scripted and no "advanced light model" is needed.
You need one room with lights on, the other room with lights off, to have a directional effect.
The window will be solid on the room the light is on, and transparent on the room the light is off.
If both rooms has lights on or off, with no difference between them, the window is transparent from both sides.
The window works directly with the switches by using light ID's on the descriptions. If switches or window descriptions are changed, it will stop working.
The effect is not adjustable.
Since the cell furniture is linked to the building, if an avatar sits on any part of the building, will be automaticly placed on a sitting position (SL feature). To prevent avatars going to a cell by accident, we made it so when sitting on building pieces, the avatar is teleported to the lobby area instead.
Sitting anywhere on the building pieces exept the cell beds and toilets will teleport to the lobby.
You can unlink all beds, toilets, and the lobby desk, to eliminate unwanted sitting and teleports.
Lobby desk must remain linked, and with sit priority, for the teleport to work. If linking other object with sit, make sure to unlink and link the desk again, after you linked other sitting objects, to keep the effect working. Remember to select the building last when linking.
This building is fully compatible with the Casperlet rental system.
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 to the allowed list on the Config Notecard.
Building is not scripted to customize itself, however, is made to be customized directly by the user. Textures for the building itself 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 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. The ground level floor must remain root prim for proper working.
Building 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 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.
Flag texture is meant to be changed. Flag front and back sides are independent, make sure to replace both. You may "mirror" one side of the flag if your flag design requires it.
The entrance rounded sign is meant to be changed. Requires a square texture with a perfectly centered circle. An example texture is provided.
The police text sign can be removed. We also included a Sheriff sign inside the box as an alternative; make sure to select building last when linking it.
Signs are scripted to turn on and off with exterior lights. The script will light up texture face 1 of an object, if you want to make a custom one.
Use the viewer build window to change texture of walls, floors, ceilings flag and signs. 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.
The building could be resized, but be aware that the elevator may not work properly afterwards.
You could replace doors, windows, gate and lights, however, these will not work with the integrated access control.
Many details like vents, ac units, and exhausts are made to be removed and could also use them on other areas of the build.
Some doors can be exghanged to other doors in the building as long as they rotate in the same direction.
Many walls can be fully removed, leaving gaps. May require intense modifications to change the layouts.
Elevator shaft floor is phantom and a separate texture face. This allows elevator to go underground.
Access control is not working properly on doors and lights: Root prim changed: An object was linked/unlinked in the wrong order. Ground level floor must be root prim.
Doors are rotating in the wrong direction: Root prim changed: An object was linked/unlinked in the wrong order. Ground level floor must be root prim.
"ERROR: Root prim may not be set to shape type none." : A door was made the root prim, linked in the wrong order. Ground level floor must be root prim.
Can't find the Access Notecard on the building content: An object was linked/unlinked in the wrong order. Ground level floor must be root prim.
Getting teleported to the lobby when sitting on the building parts: This is actually a feature to prevent going to a toilet or bed instead. You can get rid of this by unlinking all beds, toilets, and the lobby desk.
Ending on a toilet or bed when sitting on the building: The link order of the "sit" objects changed. To make it TP to lobby instead, unlink and link the lobby desk. When linking it again, select the building last before linking.
One way mirror is not one way or is not doing anything when touched: It works with light switches, one room must be on, other off. Mirror may change on the side you are not looking at.
Elevator is not working, button stays pressed, display has arrows and question mark: Elevator is not connected to elevator controller; scripts were reset.
Garage gate is not closing: Something is being detected by the gate sensors as an obstruction. Gate is not on the right place, an invisible object is in the way, or a near-by object has a physics shape obstructing.
Sometimes exterior lights stays off or on, with timer on: This is an SL bug that affects you if you stay a long time on the region. Exit and enter the region again to update what you are seeing, the lights do work properly, only your viewer is not displaying them correctly.
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.
Elevator shaft floor is phantom/cant rez things correctly there: This is a feature to allow elevator to go even lower, allowing having basement or underground elements.
Mesh and Textures: Seba Serpente
Scripting: Lares Carter
Elevator: Nelson Jenkins
v04.21.2021 - Release Version
v05.04.2021 - Fixed HD Garage Remote Receiver not working.