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With this script there is no other way to detect, no
I can live without it, but it would declutter my Control Panel and having every Timer in the same place is a comfort in a game with 100s of functional blocks.
I can trigger my whole base defence setup with it when the Turrets detect an enemy. Lights, choppers launching to defend with the automation blocks etc.
2) Triggers were chosen as the most user-friendly and flexible solution, which allows you to set not only simple actions (turn off lights/close doors, etc.) but also set complex chains of actions and execute other scripts without having to change the code.
3) Not at the moment, but I plan to clone my script repos from a private git service on github in the near future
That sort of shoots the idea I had out of the water lol
1) why is it using a turret to detect an enemy and not a list of entities detected by an antenna? I had planed to iterate through the list of of entities detected by the antenna and trigger the alert if an entity is under 5k and hostile... by the time its in turret range it seems a bit late?
2) I can see it then triggers timer blocks, is that better than having the code do what you need it to do (turn on shields, alarms, turn on turrets, close doors etc)
3) do you have a github where I can look at the code while at work lol?
I've got both triggers delays set to "True" with 60 seconds each, and it seems to just not pick the settings up almost
Regarding searchlight, I found out that there is no APIs for it at all, so until Keens fix this, my hands are tied
Chuckination, I don't have a repo for TA , but you can contact me on the discord server
Im trying to make something using some energy intense weapon mods that draw power even in standby and want each respective gun to enable automatically if theres something in its field of fire and turn off when theres nothing to shoot.