Space Engineers

Space Engineers

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transferCTRLs
   
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17 Mar, 2019 @ 10:40pm
7 May @ 8:30pm
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transferCTRLs

In 1 collection by jouster500
Jousters SE-PB Toolbox
8 items
Description
Players Script: Ever wish cockpits movement could control things other than wheels and thrusters? How about those items on a subgrid? Wish no more, as with transferCTRLs you'll transfer your WASD and mouse control to a group of devices of your choosing!

That said, this script concerns itself with axial and gyroscopic movements and translating them to objects of user choice, which reduces controller hotbar configs and simplifies advanced control schemas such as cranes, welder arms, gravity drives, VTOLS, projection movement, etc.

IMPORTANT CHANGE:
Ill be migrating to custom data tag usage sometime in the future. As of right now, both the old and new way works (new way is appending [tcj5] to the front of the appropriate line in data), but its processing on spaces, not all whitespace characters. Please adjust any old builds accordingly until this can be fully addressed.
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CUSTOM DATA INFO:
To define blocks as part of the script, give them the default label "[ctrl]" in their name.
Inside a block with the tag, define the following;

number, ("lr", "ud", "fb", "pit", "yaw", "rol"), true/false

1.) The number represents the group number of the item and which the controller and controlled will respond to.
This is required for all blocks as per system.
2.) The string expression refers to the control direction this object should listen to. For reference, lr refers to left\right, ud to up\down, fb to forward\back, pit to mouse pitch, yaw to mouse yaw, rol to mouse roll.
To be specific,
pit and yaw will be mouse controls.
All other input options are controlled via keyboard.
3.) True/False indicates whether user input should do an opposite action instead of default behavior. Play around with the controls to find whichever is more comfortable. Default is false.

So an example of acceptable input would be
1 ud true = this will set this object to respond to group 1 controls in the up/down direction (jump/duck) and flip the input streams (up becomes down, and down becomes up).
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Arguments:
While not entirely necessary, if you have a cockpit marked off as the main cockpit, you can pass numerical values to the script which will change the main cockpits group control to the value that you passed. Ideal if you are working with many groups from one cockpit.

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Current support;
+Pistons (Make sure you set velocity!)
+Rotors (Make sure you set velocity and braking torque!)
+Thrusters!
+Projectors - Also includes mouse detection for rotational inputs!
+Gravity Generators!
+Lights!

Thruster support has been added! While this can allow for VTOL like capabilities, its no where near as sophisticated as whips script which I highly recommend checking out!

I will be looking into wheel support in the future. So enjoy what the script currently has to offer! Oh yeah, and if you would like to see this script fully functional in dedicated servers, go upvote this feature request![support.keenswh.com]

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Personal Notes:
Now I know what you may be thinking, but no, this will not work immediately for bipedal robots or other sophisticated motions. However this project serves as a basis for future projects revolving around item groups and movements that exhibit such behavior. Consider this script as the feet dipping.

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TROUBLESHOOTING:
Double check your names, and settings. Make sure you recompile after any configuration changes. If you are still having issues, use the following test platform to help troubleshoot your issue. It is a fully working instance of a crane controlled with your normal movement which I presume most people are using this script for anyways.
170 Comments
pee ness 8 May @ 6:31am 
love
jouster500  [author] 7 May @ 8:33pm 
Thanks for letting me know about this. Apparently Keen went behind the scenes and changed what some code got linked to.

Given the May 2nd 2025 update borked it recently, theres a high chance they will fix the issue if they look at the support site ticket (you can help bring attention to it by upvoting it!) [support.keenswh.com].

I believe i have patched the issue in the latest version so it should be working now in the latest build.
jouster500  [author] 6 May @ 10:40pm 
ill take a look as soon as possible to figure out what is causing the issue. Thank you for the heads up.
pee ness 2 May @ 6:13am 
sadly the latest update broke this script and it doesn't compile anymore :wilted-rose:
Rekkulani 5 Jan @ 5:54am 
This is by far the best script I've ever had the pleasure of using. Thank you for making this and sharing it with us.
jouster500  [author] 31 Oct, 2024 @ 5:48pm 
Ok, ive provided a test platform so you can troubleshoot any differences between your setup and my own. Ill also likely use this as a platform for debugging and troubleshooting for others as well;

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3357975854

I apologize for the inconvenience.
jouster500  [author] 31 Oct, 2024 @ 5:28pm 
ah shoot i forgot. Did you mark your controller with [ctrl] as well?
jouster500  [author] 31 Oct, 2024 @ 3:57pm 
Can you blueprint the system and send me a link to it so i can personally debug it? Its possible theres a new bug in recent updates that broke something
MrFox 31 Oct, 2024 @ 3:15pm 
Seems to be some kind of issue where its not seeing the block names correctly.
MrFox 31 Oct, 2024 @ 3:14pm 
Ok so yes to all of that...

2nd the server rebooted and we went to use the crane (on the rover), and it says 0 blocks controlled...
Nothing was changed on the rover. but now it cant see any of the blocks. no errors found through. not sure what to tell you