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Also 2 legs who are identical are behaving differently since this issue, is the script broken ? since I also can't get the demo mech to function properly
You can create any combination of blocks (hinges, pistons, rotors), in theory! The script makes configuration pretty straightforward, though it may take some tweaking to get the timing right for more complex builds. Share a link to a blueprint sometime and I’d be happy to take a look!
"When I was I was Distracted"
Um... hey, what's that. Oh, tacyons, close this tab... You think you get distracted (:
Hey there! Sorry again for the delay, haven't been on too much and when I was I was distracted ;). As for the run toggle, it took me a while to track down but I think I found the issue (assuming it is still the Sentinal Mech).
Short version is that you didn't specify a "run" block-level configuration so the run multiplier in the CustomData config is actually only multiplying by the defaultVelocity (also in CustomData). If you aren't using the default velocity, I recommend adding a run value to each of your blocks to specify the velocity you want it to use!
@CTH2004
WSAD controls came out a while ago ;). Please refer to the "watch" command in the "Available Commands" section of the guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1324799895
I think they use the default velocity variable for their speed. You can edit that in the CustomData of the PB.
Syntax might a bit off but it looks something like:
default_velocity:2 <- Change the 2 to a 5 for example.
I must admit that in some situations I find myself mashing certain commands, especially with heavier mechs. Center and crouch are usually the culrpits. I will caution that you will want to make sure the default velocity works for the rest of your mech *or* that you have the mech's components' velocity explicit (My Rotor [mech] vel:2).
I'd link stuff but it's all a work in progress right now.
Run is not actually a separate command in the sense of making the mech do something, but instead it switches between walk and run settings. So for exampleif have 2 hot keys setup for the script: One that runs the script with "watch" and the other that runs the script with "run". Use the "watch" command and then press "W" to get the mech moving. Once it gets up to max walking speed, use the "run" hot key and the mech will switch to a faster pace (depending on your run settings) :).
If you want to share a blueprint I wouldn't mind taking a peek. I love seeing these things!
When I use the program block with run as an argument I get an error in the block that it doesn't know run.
"You must use one of the following arguments when running this script: watch, unwatch, walk, walk1, reversea, reverseb, reversea1, reverseb1, revereseab1, stand, crouch, stop, reset, setup, none."
Then it seems like the script is looping and the game starts to slow down until I recompile or run a different argument, such as stand.
I see the custom data entries for run but it also mentions they only apply when RUN toggle is on. That is where I'm a little confused I think.
My favorite command to run is "watch" as the argument to use WSAD will control your mech.
@Josh The squash
No videos yet unfortunately :(. It is high on my list of wants, but getting the time is challenging for me right now.
Program(1063,50): Warning:'IMyTextPanel.WritePublicText(string,bool)' is obsolete:'LCD public text is deprecated.
But, since there have been about 3 major updates to the game since the last version, you might want to consider looking at it and updating it!
Yes it still works, the guide is up-to-date if you are interested :). As for conveyor hinges, I have not tried them, just vanilla rotors and pistons. If you so happen to I would be interesed in hearing the results though!
Does this script still work as of 1.180? Can blocks like conveyor hinges work with the script? Thanks
Yes, using landing gear as "feet" is part of the functionality. The guide shows you how to name the landing gear so the script can utilize them.
Simple answer, yes. If you want all 3 legs on different walking patterns then that would require two PB's, but the setup would be the exact same (the 2nd PB would be used to drive the 3rd leg on whatever timing sequence you wanted).
For example
If you have one part that looks like this:
Rotor [right] [mech] [b] vel:1
and it does the same as a block that looks like:
Rotor [left] [mech] vel:1 or Rotor [left] [mech] [a] vel:1 (these are the same thing)
Change the bad block to:
Rotor [right] [mech] [b] vel:-1
What do I do wrong ? is there some example worlds or blueprint that I can use as reference ?