Space Engineers

Space Engineers

Not enough ratings
Red Alert-Condition Red Script
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.785 KB
27 Dec, 2015 @ 11:18am
4 Jan, 2016 @ 2:19pm
5 Change Notes ( view )

Subscribe to download
Red Alert-Condition Red Script

Description
WHAT IS THIS
A quick summary: This script will, when activated, set all the lights on the ship it is run on to red, and blinking, for Red Alert, then set them back when it is run again. LCDs with names containing with the tag set below (default to "[CONR]") will alternate by default between having CONDITION GREEN in green text, or "CONDITION RED" in red text based on the appropriate alert state, although the text and colors are also customizable in the script, in VARIABLES YOU CAN CHANGE. This persists between world saves.

SETUP

1. BACK UP YOUR SHIP! Nothing should go wrong, but if you don't want to have to set all your lights again on your huge capital ship, make a backup. IMO this should be one of the last scripts you add to your ship.
2. Make sure everything is owned properly. TextPanels and LCDs are the most picky about ownership.
3. Place as many display LCDs or TextPanels as you want.
4. Add the tag ("[CONR]" without "s by default, you can change that below) to the name of the LCDs or TextPanels you to use as condition displays.
5. To toggle Alert Status (Red > Normal, or Normal > Red), run the script.

OTHER IMPORTANT INFO
- Lights with the ignore tag ("[CONO]" without "s by default) will not be modified by this script, EXCEPT to be changed back to normal, if they were already set to Red Alert before the tag was added.
- Everything from the color, intensity, falloff, etc. of the Condition Red lights, to the color and size and text shown for CONDITION RED and CONDITION GREEN is customizble in the script, and hopefully well explained, under VARIABLES YOU CAN CHANGE.
- This script WILL WORK if you log out or save the world while the lights are in Red Alert / Condition red, they should be restored no problem when you get back in and run it again.

UPDATES
- Fixed issue where somewhere around 250 lights would fail due to an uncessary list sort, script has now been tested to work with 1000 lights without issue.
- 1.1 Added a version number (Current Version is 1.1) to allow people to check if they have the latest version more easily.
- Just a reminder that you'll have to go into your programmable blocks and re-apply the script from the workshop to get any updates I make!

TODO
- Add an argument that allows you to guarantee condition red, allows you to make triggers that will _always_ switch to red alert, instead of accidentally toggling it back to green/standard.
- Ability to set up a timer block so the lights stop blinking after a customizable amount of time, stabilize at solid color (customizable?). (Idea from @Branakburn)
- Ability to trigger sound blocks named with tag when transitions into red alert
Popular Discussions View All (3)
2
25 Sep, 2018 @ 1:33pm
Issues
K4tniss
0
3 Aug, 2019 @ 8:00pm
Turning off Red Alert
DefaultJ
0
5 Feb, 2016 @ 12:13pm
Suggestions
K4tniss
29 Comments
Mr. Shadow 19 Aug, 2024 @ 3:30pm 
@K4tniss I agree with you. Keen makes bad decisions and in my personal opinion, their excuses are worse than their decisions. Keen Software House is a dishonest, unprofessional group. I don't really care for them and there's a lot of people that left their community because of their poorly managed staff. I'm personally just here for Space Engineers because I love space exploration and I especially love sandbox games. If it wasn't for SE, I'd block and mute Keen left and right.
K4tniss  [author] 1 Jan, 2020 @ 8:09pm 
@<TWB> daxdoodle: I'd recommend selecting all of the lights at once (probably you can search 'light' in the terminal and select all blocks) and change their settings manually.

At this point I'm probably not going to update the script. This was a cool idea at the time, but the game just doesn't work with you to make these things feasible. Fixing this properly means working around limitations in the game that have become not-fun to me, like the systems around programmable blocks and timers.

Keen isn't making the game I want to play, and I don't want to support some of their decisions in regards to the community, game design, and DLC.

@BWJC if your script still works (or works better) and you want to post your script as a new workshop item, I'll link to it from my description!
Cyber 1 Jan, 2020 @ 3:02pm 
Weird Question but Since I've only had space engineers for a few days how do you reset the lights? I've Tried removing the block but it won't stop blinking?
BWJC 25 Sep, 2018 @ 1:49pm 
I've done some trouble-shooting of the script and I believe I've at least solved the errors. I don't know if there are some shortcomings to the script that cause it to break in certain situations, but with my changes it runs as expected on my test ship. I've put the changes in the 'Issues' discussion for anyone who want to try them.
K4tniss  [author] 26 Jul, 2018 @ 1:14pm 
It is on my to do list now, thanks for your interest!
envy 30 Jun, 2018 @ 2:49am 
Would it be possible for you to fix it? It's really a cool script!
K4tniss  [author] 19 Apr, 2017 @ 7:08pm 
Thanks @NInes! gods, I'd almost forgotten about this one lol. I'm glad to hear they've fixed the blinklenght finally, I'll have to take a look at it again at some point
Nines 17 Apr, 2017 @ 12:35am 
@K4tniss, Great Script so far! I fixed the blinklenght spelling and it did go away, I'm guessing they fixed that now. However The format of the storage doesn't seem to be accurate anymore, by the way it's returning errors (i've been trying to debug it but I don't really know C#). So i've made a bunch of adjustments trying to make it read the right code, but I can't figure out how to get it to work out the right info for the storageSettings variable. It just returns the block name now, instead of any of the colors.

I'm assuming a slight rewrite of line 138 would fix it, but again, I dont 'know C#.
K4tniss  [author] 17 Jan, 2017 @ 12:27pm 
Once apon a time, that was required because the actual in-game value was mispelled ^^
I haven't looked into whether it's still necessary recently
RCrockin 13 Jan, 2017 @ 6:15pm 
i believe on of your problems is it say blinklenght