Create.

Everything here makes new elements. Each command runs in one transaction — if the result isn't right, one Ctrl+Z removes it cleanly.

A level, a schedule, and one detector in every room

Walls, floors, ceilings

Walls from point to point on a level; floors and ceilings from a closed boundary. Types optional — Copilot asks or defaults sensibly.

When: blocking out quickly, or scripted geometry that's tedious by hand.

create a wall from (0,0) to (10,0) on Level 1, 3 m high create a floor over these points on Level 2

Ceilings need Revit 2022+. Level names are validated before anything is built.

Rooms, levels, grids

Rooms at a point with an optional name; new levels at an elevation; straight grid lines between two points.

When: project setup — and Copilot checks the name isn't already taken first.

create a level at 12 m called "Aras 4" add a room called "Surau" here create grid F from (0,0) to (0,40)

Sheets & placing views

New sheets with number, name, and optional titleblock; any view placed onto any sheet.

When: documentation runs — pair with duplicate-view to mass-produce sheet sets.

create sheet A-101 "Ground Floor Plan" place the Level 1 plan on sheet A-101

Schedules

A new schedule for any category, with the columns you name — or sensible defaults per category.

When: the "I just need a door schedule with these four columns" moment.

create a door schedule with mark, width, and fire rating

3D views & section boxes

A fresh isometric 3D view, opened for you — then scope its section box to a level or a set of elements.

When: coordination views and screenshots. "Box the 3D to Level 8" is one sentence.

create a 3D view and box it to @Level 8 section-box this 3D view to the selected toilets

Placing doors, windows, families

Doors and windows onto a host wall; any family instance at a point, optionally on a named level.

When: repetitive placement, especially when you know the coordinates or the host.

place a 900 mm single door in this wall place the "FCU-02" family at (5, 3) on Level 2

One in every room

One instance of a family at the centre of each placed room — optionally filtered by room name.

When: the smoke-detector job. Anything that goes "one per room" — detectors, sensors, light switches, room tags' best friend.

place a smoke detector in the centre of every room put an exit sign in every room named "Lobby"

Text notes

A text note at a point in a view.

When: the "add TYPICAL next to this" ask, without leaving the keyboard.

add a note "TYPICAL" at this spot on the Level 1 plan

View filters & project parameters

Reusable view filters (category + condition) and new project parameters bound to categories — yes/no, text, number, length, area, angle.

When: standards setup — the filter you'll colour by later, the parameter your QA pass will fill.

create a view filter for walls where Fire Rating is empty add a yes/no project parameter "JKR Checked" on doors and windows

Batch builds — one undo

An ordered list of creates that runs as one atomic build — later steps can reference what earlier steps made. A room with its four walls, a row of grids, a run of fittings: one command, one transaction, one undo.

When: any multi-element build. It's faster than element-by-element and reverts as a unit.

build a 4 × 5 m room with walls on Level 1 and name it "Store" create grids A through E, 8 m apart