Space Engineers

Space Engineers

Turret Alarm [Deprecated]
15 Comments
Foltast  [author] 15 Feb, 2021 @ 7:02am 
Hi, your suggestion is already realised as Turret Alarm V2, you can check it by link above ("TIMER VERSION")
Josef 13 Feb, 2021 @ 1:26am 
Could you maybe add a function that makes the script start a timer block?
Foltast  [author] 11 Jan, 2021 @ 5:55pm 
New version is released
Foltast  [author] 10 Jan, 2021 @ 10:21am 
I found the source of the problem, I suspected that there might be problems with the way to get the status of turrets. The railgun you are talking about does not change the heat value by which the script determines the state of the turrets. This is probably a feature of the mod you are using. I will try to find a solution to this problem
Kontu 10 Jan, 2021 @ 9:41am 
Beacon and pb were the last blocks placed on the grid; using the railgun turret for large grid from this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2323902217
Foltast  [author] 9 Jan, 2021 @ 11:09am 
Hi Kontu! If you have replaced turrets, changed the name of the beacon, or replaced its block, then you need to recompile the script. If this does not help, please let me know which turrets you are using (I need a link to the workshop page)
Kontu 5 Jan, 2021 @ 7:01am 
https://i.imgur.com/LpGMs08.png
https://i.imgur.com/ZFAPtVd.png
`string beaconName = "WCBeacon"; // Can be changed`
Weaponcore turret actively firing on a target; script sees nothing
Foltast  [author] 15 Oct, 2020 @ 10:21pm 
Important update - this script is now fully functional when using WeaponCore
Sigmund Froid 11 Oct, 2020 @ 2:29am 
PSA: DarkStar updated the API and broke the GetWeaponTarget and GetAIFocus functions; they have been updated to use MyDetectedEntityInfo, changes are already included in the guide.
Foltast  [author] 9 Oct, 2020 @ 10:13am 
I liked that idea so i made it ASAP :D
Anvil_Phoenix 9 Oct, 2020 @ 6:15am 
Wow this was fast (8. Okt. 19:03) you pretty much got to work right away don't you?
Much appreciated thanks!
I tried to modify it on my own, however my skills are barly good enough to read a script, so i only archieved a lot of errors.
If i pair the new Version with a Remote Script i can even forward perimeter alerts to a different Grid wihin Antenna Range.
Foltast  [author] 8 Oct, 2020 @ 10:33am 
Hi Anvil_Phoenix! Yes it is possible and already done! For the best back compatibility with already existing models I made it as separate script. You can check it here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2251768685
Anvil_Phoenix 7 Oct, 2020 @ 10:33pm 
I Like this Script for it's simplicity.
Is it possible to make another Version which triggers a configurable Timerblock instead when turrets detect an Enemy?
Maybe also second Timerblock when the coast is clear again.
That Way it would be really versatile and you can make it do all sorts of thigs, like ring an Alarm, raise shields, increase power production ect.
Foltast  [author] 29 Sep, 2020 @ 1:41pm 
I would be much appreciated
Sigmund Froid 29 Sep, 2020 @ 1:07pm 
@Foltast As you're the first to make a WC script apart from me, would you like me to add your script to the WC ingame script collection?