LEGION Model Builder Help

Activity Objects

Activity Objects provide origins and targets for Entities to move towards or away from. They represent the specific functionality of a site and should be placed in the model according to the physical information you possess.

They may also enable Entities to carry out certain activities, such as waiting, queuing and receiving services. Within a model they sit in an Object Layer. For more information, see Layers . As well as providing structure and rationale for Entities, they can also supplement Legion's auto-navigation system to correct anomalies, such as unrealistic congestion

The following table contains a list of Activity Objects along with their icons and a brief description of how they are typically used.

Icon Name Typical usage
Entrance To bring Entities into a model so they can be targeted to another object or Final Destination.
Exit To provide a Final Destination for Entities and remove them from the model. Can also be used to model departing trains and other modes of transport.
Populated Zone To provide a number of Entities at the very start of a simulation and target them to another object.
Evacuation Zone To provide Entities for an evacuation simulation or otherwise affect the movement of Entities who enter it. Standardised and custom pre-movement settings can be applied.
Level Exit To remove Entities from one level of a model, so that they can instantaneously re-enter another level.
Level Entrance To allow Entities that have exited one level of the model through a Level Exit, to instantaneously re-enter another level of the model.
Stair To represent staircases. Several configurations are available.
Escalator To represent escalators.
Gate To represent gates (IN, OUT, Switch).
Delay Point To delay Entities individually for a defined length of time and in a specific distribution, before sending them to other targets.
Queue To simulate the form and function of a queue by causing Entities to form a line with a defined direction. When an Entity reaches the head of the queue they are re-targeted to a Delay Point.
Queue Group To simulate supermarket checkout or post-office style Queuing systems where there is a series of single Queues, each serving their own individual service point and offering the same service.
Waiting Zone To make selected Entities passing over this area wait for an event with an ‘absolute time’ to occur. Once this event has occurred, all the Entities that were waiting are released and re-targeted by an overlaid Direction Modifier. Along with Exits, Waiting Zones can be ‘Final Destinations’.
Direction Modifier To redirect Entities to another target when they pass over this object, according to filters and conditions. Direction Modifiers can also change an Entity’s Type and assign a different Final Destination.
Focal Node To attract Entities to a certain place before retargeting them to another object or objects.
Drift Zone When Entities enter the area of a Drift Zone, they may move in a certain direction, or change speed, according to the defined parameters of the Drift Zone. Useful for alleviating congestion or correcting unusual or inaccurate Entity movement.
Focal Drift Zone Enable you to define a series of intermediate focal targets between an origin object and a target object for Entities to follow as part of their overall journey. Each FDZ has a focus which can be either a point or a segment, and while an Entity is within the area of an FDZ it is directed towards this focus.
Route Guide A guide (any shape, using the CAD drawing tools) that can restrict or allow the passage of Entities according to its filter. Useful for cordoning off space within a model.
Mesoscopic Transition Zone A zone which enables you to 'abstract' an area of your model in which you don't require detailed simulation and analysis. For example:  shops, waiting areas, lifts, transport shuttles and more.
Multipath Zone A zone in which Entities can choose between different potential routes depending on time and distance preferences.