Space Engineers

Space Engineers

VCZ Airtight Connector Autodoor Script
12 Comments
nicknds  [author] 13 Apr, 2019 @ 4:29pm 
Your welcome :steamhappy:
TiGeR 13 Apr, 2019 @ 4:27pm 
@nicknds
Ok, everything is clear :)
Thank you for your time and best regards.
nicknds  [author] 13 Apr, 2019 @ 4:07pm 
TiGeR,
No need to program or change the script, just change the setting in Custom Data and press Recompile.
This script connects Airtight Connectors on its grid, then opens doors on its grid.
If you want doors on other grid opened, use this script on that grid too.

Grid A and Grid B both have this script

Grid A aligns connectors with Grid B

Grid A and Grid B connect connectors

Grid A and Grid B open doors

If Grid B doesn't have script, Grid B doesn't open doors but connectors still connect
TiGeR 13 Apr, 2019 @ 3:11pm 
@nicknds
Thank you very much for the updates :)
I can not program but I think I can do it :)
I do not know if I understood correctly that one script, for example in a station, will serve ships equipped with Airtight Connector? and on ships does not have to be a script anymore?
Correct me if they are wrong.
Again thank you very much.
nicknds  [author] 13 Apr, 2019 @ 2:37pm 
TiGeR, I added a fix for controlling sub-grids or parent grids.

Simply put the keyword 'crossGrid' into the Custom Data of any one connector on the grid you want the script to find. It will find all connectors and doors on that grid now.

Since the script is intended to run on both grids for VCZ Connectors, it is a setting called crossGridKeyword . I would recommend changing that setting so only one script controls that grid.

Programmable Block A on Grid A > set crossGridKeyword to 'crossGridA'
- Insert keyword 'crossGridA' into connector on sub-grid or parent grid
- Programmable Block A now sees and controls connectors and doors on that grid

Programmable Block B on Grid B > set crossGridKeyword to 'crossGridB'
TiGeR 13 Apr, 2019 @ 1:20pm 
Hello
I noticed that a small program block connected by a large rotor with a small head does not see the Airtight Connector: (using your script I do not know if this is an error.
Greetings.
XEN 15 Nov, 2018 @ 2:50am 
With the one I use an example of an airlock tag would be:
Door Airlock-0.5 [Main:Inner]
the decimal is the distance the door opens and the rest is self explanitory. That is for the airlocks.
For basic doors the tag is 'Autodoor'
XEN 15 Nov, 2018 @ 2:43am 
That doesnt sound too bad. So it would function the same? also would it be possible to adjust the distance the door opens?
nicknds  [author] 15 Nov, 2018 @ 12:12am 
It would also require that you rename atleast one of the doors to something like 'inner' or 'outer' so the script knows if your looking in or out.
nicknds  [author] 15 Nov, 2018 @ 12:10am 
That is a mod not an in-game script so he has more options like getting the locations of all players.
I could make something similar but it would require sensor(s) within range of the doors.
I would save the empty areas between the doors as airlocks and open one door or the other based on where you are looking and the status of the other door.
XEN 14 Nov, 2018 @ 11:33pm 
I have been using "TaikoDragon's Automatic Doors & Airlock" script. It work's real nice mostly.
But it seem's to be a little code heavy. Are you able to make something like it that's a bit more optimized like your Inventory Manager?
Vicizlat 1 Nov, 2018 @ 8:38am 
This sounds really nice. Thanks for writing that. I will link it in the mod.