> ## Documentation Index
> Fetch the complete documentation index at: https://docs.awokenlabs.com/llms.txt
> Use this file to discover all available pages before exploring further.

# The creator

> Build, copy and preview elevators in-game - no config file, no restart.

Elevators live in your database, not a config file. You build them in-game with `/elevators`, and a change is live for every player the moment it saves.

The creator is admin-only, gated behind the ace from [Installation](/resources/awoken-elevators/installation):

```cfg server.cfg theme={"dark"}
add_ace group.admin awoken_elevators.creator allow
```

## Build an elevator

<Steps>
  <Step title="Create it">
    Click **New elevator** and give it a name.
  </Step>

  <Step title="Add a floor">
    Click **Add floor**. The creator hides itself and puts you back in the game to place two points.
  </Step>

  <Step title="Place the arrival point">
    Look at where the player should end up. A see-through ped stands there facing you. **Scroll** turns it, **\[Enter]** confirms, **\[Backspace]** cancels.
  </Step>

  <Step title="Place the button">
    Look at the call button. The sphere you see is the real target area at its real size. **Scroll** resizes it, **\[Enter]** confirms.
  </Step>

  <Step title="Add the rest">
    Autosave writes each change as you make it, so the zones are live behind you.
  </Step>
</Steps>

<Info>
  Each floor has two points because on a real lift they're nowhere near each other: you press a button by the doors and step out into the middle of a lobby. On a text UI server only the arrival point is asked for.
</Info>

Open a floor for **recapture** buttons on either point. **go** teleports you to that floor, and is on the row whether it's open or closed.

## Copy a whole elevator

Four identical lifts in one tower don't need placing four times. Open a saved elevator and click **Duplicate**.

Every floor is drawn where it would land so you can see the stack before committing, and **scroll** turns the whole set for a building facing the other way. The copy opens as an unsaved draft with its labels, restrictions and blip carried over.

## Preview in the world

**Preview in world** draws that lift's target areas and see-through peds in-game, and stays on when you close the creator. Switch it on, close the panel, and walk the building. It covers one elevator at a time.

## Keeping a big list tidy

Give elevators a **Building** name and the list groups by it, so four lifts in one hotel fold into one heading. Up and down arrows reorder elevators, buildings and floors, and the order is saved. Elevators with more than three floors open collapsed.

## Per-elevator settings

Left alone, an elevator follows the [in-game settings](/resources/awoken-elevators/configuration#in-game-settings). Per elevator you can set a **target label**, a **target mode**, whether locked floors [hide their buttons](/resources/awoken-elevators/access), and a **map blip** at the first floor. Per floor you can set a **label**, a **description**, and override the **button radius** and **interact distance**.

**Delete elevator** asks twice, because it removes every floor with it.
