Space Engineers

Space Engineers

Not enough ratings
O.I.S. Lidar Proximity Scanner
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
410.530 KB
25 Dec, 2016 @ 2:41pm
3 Aug, 2021 @ 2:18pm
10 Change Notes ( view )

Subscribe to download
O.I.S. Lidar Proximity Scanner

In 4 collections by Elfi Wolfe
Orbital Industrial Services, O.I.S.
47 items
Orbital Industrial Services (O.I.S) Planetary Division
36 items
Orbital Industrial Services, (O.I.S.) Lidar Division
13 items
O.I.S. Programing Division
14 items
Description
O.I.S. Lidar Proximity Scanner

Basic laser proximity scanner.
9 beam Lidar with 100m range from all cameras available to current ship (even from docked items)

READ THIS: Programmable blocks and in-game scripts are now in "Experimental mode" in game that you need to turn on in game options.

Arguments: lase, turnon, turnoff, rebuild

Basic setup:
Camera
Text panel [Proximity]
Programing block


Drop script in (script automaticly finds cameras)

Toolbar
run programing block with argument lase (turn on/off system)
run programing block with argument rebuild (to rebuild if a camera is added)


Example ship:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=826059505

Last Inspected 1.199.020
Last Updated 1.199.020
19 Comments
Teigh 6 May @ 4:04am 
Is it possible to use the screens in a cockpit, or must you add a screen?
Leconite 3 Jun, 2024 @ 4:13pm 
Feature Request:

A way to turn off prox scanning that uses docked ship cams.
Readings from ships in internal hangars or readings from recon drones docked to the outer hull mess up the prox display when their cams scan the main ship.

Implementation ideas,
A boolean value in the PB's custom data or an on/off run time argument.
Elfi Wolfe  [author] 10 Apr, 2021 @ 7:17pm 
yes.
The Mad Czar 10 Apr, 2021 @ 7:00pm 
so is this able to detect planetary voxels? like perhaps on a submarine?
Elfi Wolfe  [author] 21 Sep, 2019 @ 11:05am 
Head to Keen Discord and go to the Programming-in-game channel. lots of helpful people there.
But tools are VS17 or VS19 and MDK add-in
TheTomRom 21 Sep, 2019 @ 10:27am 
I think that sounds easier than it is... How would I address a camera by name? If I understand the script correctly, you get the list of cams based on their directions. And would I need the rest of the code? Which is the function actually interfacing to the game engine? Or do you make use of some sort of API? If you don't have time to answer or discuss, I will understand. Otherwise help would be really appreciated!
Elfi Wolfe  [author] 21 Sep, 2019 @ 7:48am 
just have to edit the build mode, and the output.
TheTomRom 21 Sep, 2019 @ 2:01am 
Don't know whether you are still on this, Elfi Wolfe, but this script was very helpful for me! But now I want to build a proximity sensor for cameras facing into the same direction. Image a ship with 3 landing gears and I want to know the distance to ground for each landing gear separately. I want to have an output like "Cam1: 25.0m, Cam2: 15m" an so on. I am not sure whether I could take parts of your script for that (I know a bit of programming, but not in C#) or whether there is another one that could be better suited for it.
Elfi Wolfe  [author] 19 Aug, 2017 @ 12:53pm 
Added code so camera cannot see own grid.
Elfi Wolfe  [author] 28 May, 2017 @ 7:47am 
I would just use a sensor. they can do 50m by 50m by 50m.