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if (cockpit.MoveIndicator.Z < .2f)
the wireless thing though sounds like a bug in SE maintaining a block reference that it shouldn't have access to.
It all works great so far, even when reversing and pressing space at the same time.
Detaching the trailer works also, however the script is capable of controlling the disconnected sub grid "wirelessly". At least until I save and load the game again.
I'm running another script for the indicators for now and that behaves the same way.
But I guess I just add a recompile command to the attach/detach timerblock.
Shouldn't be an issue.
while i dont have any plans to update the script currently, if you look into the script the way it's setup is the control axis of the block tagged as cockpit is saved to a variable. if that variable passes a threshold it turns on or off the group defined by the tag. that way you could add the indicators into the script if you wanted.
i believe i left it open to work on subgrids, but you would need to rerun it after the grid is attached. that way it knows to use those tagged blocks too, as it does the resource heavy search just once at the start, and not on every keypress.
Because I brake with "S" and not with "Space" which is the handbrake for me.
Does anything speak against using [Brake] and [Reverse] tag together on the same lights? So far it works great for me.
Plus it's the first script that I encounter, that allows to use the tagged lights also manually. Which would be great for my indicators. But I know the script is called advanced brake lights :)
PlusPlus it does work also on the subgrid trailer.
i've since fixed that so even remote controling your creation will make the lights function just the same. just need to add the [Seat] tag to what ever you are driving the vehicle through.
https://www.youtube.com/watch?v=4kIa8SQrLEw&