Space Engineers

Space Engineers

Cinematic Self-Destruct
63 Comments
iron5c2 25 Aug, 2024 @ 1:28pm 
@ncaa|Seawolf you have to trun on programmable blocks they were never removed
ncaa|Seawolf 18 Jun, 2024 @ 2:03pm 
@zombieland09221
This is defunct. It required programmable blocks that were removed from the game.
zombieland09221 11 Jun, 2024 @ 2:15pm 
how do i do this
Syntak  [author] 25 Mar, 2021 @ 3:28am 
Near the top of the script there's a list of tags to exclude, if you replace "your tag here" with "Sound" that should make the script ignore sound blocks (and all blocks with the word "sound" in the name)
jojofire12 25 Mar, 2021 @ 12:14am 
Anyway to remove the alarm sound string? Im trying to have it play three different sounds with timer blocks, I know its been like 2 years but...
Wolfs_JagerTTV 24 Nov, 2019 @ 2:26pm 
and can it use warheads from other mods i.e. nukes?
Wolfs_JagerTTV 24 Nov, 2019 @ 2:08pm 
wait, how do you make it so it activates it the ship is being stolen?
Wolfs_JagerTTV 24 Nov, 2019 @ 1:33pm 
this should be fun to us in battle when the ship is boarded
cowboyjj99 5 Oct, 2019 @ 11:37am 
IT WORKS!!!!!!
BombeFR 23 Apr, 2019 @ 1:32pm 
Hello, it's possible to update, the script don't work after update 1.0 of the game
Jericho 10 Mar, 2019 @ 3:24pm 
Hello, Is there a way to make all warheads explode at the same time?
Syntak  [author] 31 Oct, 2018 @ 12:54am 
You don't need to tag all the lights/screens you don't want to flash, just add "Light" and "LCD" to the exclude list, then just change the names of the stuff you do want to use. In any case I added an option to do it the other way since a few people asked for it.

Also here's a simple script to trigger a programmable block based on damage to a ship.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1552538137
Flygtur 30 Oct, 2018 @ 9:12am 
Btw having to tag every light and lcd that will not be affected by the red blinking is kinda time consuming. Would be better if you could toggle the function, or tag every block that would be affected instead. :P
Flygtur 30 Oct, 2018 @ 9:08am 
I love this script to bits! But It would be cool if it could be triggered by an event. Like if a tagged block or blocks is broken or destroyed, or if the overall damage is under a sertain procentage. I tried to make a script that triggered this script. It worked except that it needed a timerblock wich makes it unreliable.




Could you add that function plz?

WOULD BE SUPER AWZUM :)
CTH2004 5 Aug, 2018 @ 7:06pm 
You should have it to where you can change something in a "config" section of the script, and if it's false, instead of neading an "exclude" tag, it needs an "include" tage. That way, if you only have one screen you want it on, 4 lights, and a spotlight, then all you have to do is lable those, instead of hundreads of others. However, it could also work where you can exlude all items in a group by naming it "whatever you want"- Exlude.

Then, you group all lights, screens, excetera!
Syntak  [author] 10 Jul, 2018 @ 4:49am 
It's not a mod, so it won't show up there.
It's a programable block script,
Click the "Browse Workshop" button from the code editor of a programable block
greek tax evader 9 Jul, 2018 @ 4:38am 
i cant find this on my mod list when i subscribe, help!
Jukduelight 11 Mar, 2018 @ 5:01am 
@syntak oh that will be very helpfull thanks a buntch
Syntak  [author] 10 Mar, 2018 @ 3:58pm 
You can have the script ignore blocks with a certain tag, for example you might not want to display the countdown on certain screens, or you might not want the exterior lights to flash. The exclude tag allows you to do this, previously you could have one exclude tag, now you can have many.
Jukduelight 9 Mar, 2018 @ 7:31am 
@syntak what do you mean i don't get it
OmniSpecter 8 Mar, 2018 @ 9:14pm 
@Syntak thats awesome! thanks so much :steamhappy:
Jukduelight 8 Mar, 2018 @ 5:00am 
wut?
Syntak  [author] 8 Mar, 2018 @ 4:15am 
Updated the script, you can have as many exclude tags as you like now!
OmniSpecter 7 Mar, 2018 @ 1:17pm 
I still need to exclude the tag [LCD] which is excluded by default, but the shield script has a tag it uses, plus I have custom text lcds I have placed for my own purposes which I want to exclude, I could add a tag to those, which makes 3 tags I want to exclude. I tried simply copying and pasting that whole line and added the new tag on each line, but doing that gave errors, like theres only allowed to be one "exclude" line in the whole script or something?

I don't know anything about the actual coding aspect to know whats allowed and not allowed in the game but I understand it enough to configure the basics to make it work in my setup.
Syntak  [author] 5 Mar, 2018 @ 6:21pm 
@Omnispecter I can add that in fairly easily, but I don't have access to my computer atm. As a workaround make up a new tag and tag all the screens you want to exclude, use that tag in the script. Replacing the string in the script the way you did should have worked, I'll take a look when I get a chance.
Jukduelight 5 Mar, 2018 @ 12:12am 
@Omnispecter no they started detonating just before inpact
OmniSpecter 5 Mar, 2018 @ 12:08am 
@blaster1204 Technically that is due to the armed warheads exploding from sudden impact, not because of this script. The script armed the warheads; but if you know what youre doing, you can make a kamakazi ship with some buttons to arm all the grouped warheads then fly into your target. Boom.

This script is intended to make the warheads randomly explode after a preset time - assuming no outside interference to set them off.
Jukduelight 4 Mar, 2018 @ 11:40pm 
well i just made a god damm cinamatic the ship flew right into a base (not mine) exploded on inpact then decintagratyed both station and ship so cool i acctuly cried it was that cool i have never done that berfor
OmniSpecter 4 Mar, 2018 @ 9:39pm 
Is there a way to add additonal groups to exclude from the list in the script? By default it ignores lcds with the tag [LCD] but I want to add my own tags for other lcds I've made that I don't want to be touched.

Or perhaps a way to invert that so it strictly looks for a certain tag and ignores all others regardless?

I have another script that displays shield info, which uses a unique tag, that I also don't want to be touched but I tried adding an additional line of "string excludeTag = "XXX";" (and replaced XXX with the tag) and when I compiled it, it gave all kinds of errors.
ncaa|Seawolf 17 Feb, 2018 @ 1:58pm 
That's a problem with Warheads. Not the script itself.
Stabs 17 Feb, 2018 @ 1:50pm 
Probably nothing you can do to fix it, but it seems that whenever i run the script while there are other people on my server it crashes their games.
ncaa|Seawolf 31 Jan, 2018 @ 12:37pm 
I absolutely love this. Cheers!
CTH2004 25 Jan, 2018 @ 4:59pm 
Yup, cool. I also test in creative/ survival with Creative mode tools and invulerable!

But, I'm not the best with survival! Also, try making it to where using escape pods, after all are launced, sensors are trigged, and it activest self destruct after lets say 120 seconds, enough time to get away! (In theory)
Jukduelight 25 Jan, 2018 @ 8:39am 
@CTH2004 oh umm thanks but it did give my ship a hell of a "bad time" as in it was catapulted into a planet and killed me :( but it was still cool
CTH2004 24 Jan, 2018 @ 12:39pm 
@Blaster
The exposions, I was agreeing with the fact that you agreed with the "Explosions are Fun"
:steamhappy:
Jukduelight 24 Jan, 2018 @ 7:32am 
@CTH2004 exactly what??
Biscone 23 Jan, 2018 @ 9:03pm 
thx
CTH2004 23 Jan, 2018 @ 8:13am 
@Blaster1204

Exactly!
Biscone 22 Jan, 2018 @ 6:50pm 
Hey can you upload the map you did the tests on? i wanna use the ships on it for a survival map ill credit you
Jukduelight 22 Jan, 2018 @ 8:02am 
@CTH2004 how are they not dude it's just satisfing to me at least -_-
CTH2004 20 Jan, 2018 @ 11:57am 
Thanks!
Syntak  [author] 19 Jan, 2018 @ 2:37pm 
yes, run the programmable block with the argument abort
CTH2004 19 Jan, 2018 @ 12:35pm 
@Syntak, I just relized, is there a way to cancel the self destruct?
CTH2004 19 Jan, 2018 @ 12:34pm 
@blaster1204 Explosions are fun aren't they!
Jukduelight 18 Jan, 2018 @ 1:06pm 
oh welp i just love seeing explosions ripple though ships now just go boom at the same time so thanks
Syntak  [author] 18 Jan, 2018 @ 12:56pm 
@blaster there is a bit of an art to placing the warheads, if they are too close together they all detonate each other, try using less warheads further apart.
CTH2004 18 Jan, 2018 @ 10:56am 
@syntak, what do you mean by a dead hand style system?
Jukduelight 18 Jan, 2018 @ 8:23am 
it just all detonate at the same time how do i fix
Jukduelight 18 Jan, 2018 @ 8:18am 
they*