Portal Exit: Difference between revisions

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Portal Exit: Exits for items leaving Subsystems
== Portal Exit: Exits for items leaving Subsystems ==


When an Item has to leave a subsystem to go to the screen above, it needs a place to leave inside the portal. The portal exit provides passage to the screen above, where the item will appear at the Portal object. A Portal Exit is created automatically for every sub system screen, which in turn is created when a Portal object is added to a model.
When an [[Item|Item]] has to leave a subsystem to go to the screen above, it needs a place to leave inside the [[Portal|portal]].  


The Portal Exit is much like a normal Exit, but instead of it destroying items it returns them to the screen containing the Portal object associated with the sub system screen it is on.
[[Image:Portal_Exit_Icon.jpg]]


Portal Entries are fr items entering Subsystems.
The '''Portal Exit''' provides passage to the screen above, where the item will appear at the Portal object.  


All subsystems must have at least one Portal Entry and one Portal Exit.
A Portal Exit is created automatically for every sub system screen, which in turn is created when a Portal object is added to a model.  


No interaction editing is necessary for Portal Entries and Portal Exits.
The Portal Exit is much like a normal [[Exit|Exit]], but instead of it destroying items it returns them to the screen containing the Portal object associated with the sub system screen it is on.  


Portal Exit States
[[Portal_Entry|Portal Entries]] are for items entering Subsystems.


Idle     Portal Exits always appear as idle.  
All subsystems must have at least one Portal Entry and one Portal Exit.
 
No interaction editing is necessary for Portal Entries and Portal Exits.
 
 
 
== Portal Exit States  ==
 
Idle Portal Exits always appear as idle.  


They can however have different icons selected for them.  
They can however have different icons selected for them.  


Portal Exit Object Editing  
 
 
== Portal Exit Object Editing ==


The following object menu options are available in a Portal Exit.  
The following object menu options are available in a Portal Exit.  


Menu Item
 
Description
 
----
Up To Portal
 
'''''Menu Item '''''
 
'''''Description''
 
----
Up To Portal ===


Enables the user to switch the screen display "up" to the Sub-system screen containing the Portal Object that owns the current subsystem.  
Enables the user to switch the screen display "up" to the Sub-system screen containing the Portal Object that owns the current subsystem.  
Attributes


Attributes can be added to a Portal. Click on the Attributes option brings up a list of Attribute names for editing, or enables you to name a new attribute. (This option is also at the Portal Entry and the Portal itself).


Connect To


This option lets you select from a list of objects the one you want to assign to this Portal Exit. Items entering th portal from this object will now appear always at this Portal Exit. When you assign an object to a Portal Exit, its name appears above the Portal Exit. Note that an outside object with a leading underscore in its name will not be displayed.
=== Attributes  ===
 
[[Attribute|Attributes]] can be added to a Portal.
 
Click on the Attributes option brings up a list of Attribute names for editing, or enables you to name a new attribute.
 
(This option is also at the Portal Entry and the Portal itself).
 
 
 
=== Connect To  ===
 
This option lets you select from a list of objects the one you want to assign to this Portal Exit.  
 
Items entering th portal from this object will now appear always at this Portal Exit.  
 
When you assign an object to a Portal Exit, its name appears above the Portal Exit. Note that an outside object with a leading underscore in its name will not be displayed.  
 
Many Portal Exits can be linked to "Any".
 
When there are numerous paths of the same class leaving a portal, Portal Exits set to "Any" (i.e. no specific target object) will send items out of the subsystem along the first flow (lowest numbered path) or first-created appropriate track leaving the Portal, that will accept the item. <br>
 
Portal Exits that are connected to a specific object will NOT allow an item to take alternate paths, or objects when the connected object is blocked.
 
 


Add Alternate Entry
=== Add Alternate Entry ===


Places a new Portal Exit on the screen for you to use. Each can be assigned as the link to a specific object outside the subsystem. Many Portal Exits can be linked to "Any".
Places a new Portal Exit on the screen for you to use.  


When there are numerous paths of the same class leaving a portal, Portal Exits set to "Any" (i.e. no specific target object) will send items out of the subsystem along the first flow (lowest numbered path) or  appropriate track leaving the Portal. When this is the case other Paths / Tracks are NOT taken, even if the lowest path is blocked.  
Each can be assigned as the link to a specific object outside the subsystem, using the "Connect To" menu option.  


See Also:  
<br> See Also:  


Naming Portal Entries and Portal Exits  
Naming Portal Entries and Portal Exits  
Line 55: Line 90:
Connecting to Track Objects  
Connecting to Track Objects  


Ctrl-Paste Issues
Ctrl-Paste Issues  


[[Category:Object/Portal]]
[[Category:Object/Portal]] [[Category:Object/Exit]]
[[Category:Object/Exit]]

Revision as of 10:56, 9 March 2009

Portal Exit: Exits for items leaving Subsystems

When an Item has to leave a subsystem to go to the screen above, it needs a place to leave inside the portal.

Portal Exit Icon.jpg

The Portal Exit provides passage to the screen above, where the item will appear at the Portal object.

A Portal Exit is created automatically for every sub system screen, which in turn is created when a Portal object is added to a model.

The Portal Exit is much like a normal Exit, but instead of it destroying items it returns them to the screen containing the Portal object associated with the sub system screen it is on.

Portal Entries are for items entering Subsystems.

All subsystems must have at least one Portal Entry and one Portal Exit.

No interaction editing is necessary for Portal Entries and Portal Exits.


Portal Exit States

Idle Portal Exits always appear as idle.

They can however have different icons selected for them.


Portal Exit Object Editing

The following object menu options are available in a Portal Exit.



Menu Item

Description


Up To Portal ===

Enables the user to switch the screen display "up" to the Sub-system screen containing the Portal Object that owns the current subsystem.


Attributes

Attributes can be added to a Portal.

Click on the Attributes option brings up a list of Attribute names for editing, or enables you to name a new attribute.

(This option is also at the Portal Entry and the Portal itself).


Connect To

This option lets you select from a list of objects the one you want to assign to this Portal Exit.

Items entering th portal from this object will now appear always at this Portal Exit.

When you assign an object to a Portal Exit, its name appears above the Portal Exit. Note that an outside object with a leading underscore in its name will not be displayed.

Many Portal Exits can be linked to "Any".

When there are numerous paths of the same class leaving a portal, Portal Exits set to "Any" (i.e. no specific target object) will send items out of the subsystem along the first flow (lowest numbered path) or first-created appropriate track leaving the Portal, that will accept the item.

Portal Exits that are connected to a specific object will NOT allow an item to take alternate paths, or objects when the connected object is blocked.


Add Alternate Entry

Places a new Portal Exit on the screen for you to use.

Each can be assigned as the link to a specific object outside the subsystem, using the "Connect To" menu option.


See Also:

Naming Portal Entries and Portal Exits

Hiding Portal Entries and Portal Exits

Multiple Portal Entries and Portal Exits

Connecting to External Objects

Connecting to Track Objects

Ctrl-Paste Issues