Space Engineers

Space Engineers

WeaponCore Alarm Script (BB)
56 Comments
BookBurner  [author] 27 Sep, 2023 @ 3:05am 
Panda-X, can you provide the source on my discord, or to me directly? I will integrate it as soon as possible :)
Panda-X 27 Sep, 2023 @ 1:38am 
Hey I've amended this script in order to set a threat level. I was going to post it but happy to just contribute to the source?
BookBurner  [author] 1 Oct, 2022 @ 7:56am 
@miki, it detects weaponcore targets, so, if your weapons are set to target neutrals, it should detect them as well, if it doesn't I can surely alter it :)
Miki 30 Sep, 2022 @ 12:25pm 
hi dose this script detect everything or will it just work wen there are enemy's around and not activate if neutrals are about
AN Marc Appledash 19 Jul, 2022 @ 2:01am 
and whips has no timer trigger
AN Marc Appledash 19 Jul, 2022 @ 2:00am 
yeah but now that i know why it did not work im happy that it works now

i was looking at a lot of script for timer trigger but this on works best

i tryed to use the LIDAR mapping script but that dont work with WC because WC does bad stuff to cams
BookBurner  [author] 19 Jul, 2022 @ 12:06am 
sorry for not responding sooner, I fell asleep :D but yeah, subgrids can cause problems for most scripts, since they are technically a new grid. You can check blocks and stuff on interconnected grids, but I don't do that :D.
AN Marc Appledash 18 Jul, 2022 @ 1:17pm 
thank you for this script
AN Marc Appledash 18 Jul, 2022 @ 1:16pm 
lets go it works this script is Exacly what i needed to make the script im using even more OP
AN Marc Appledash 18 Jul, 2022 @ 1:09pm 
everything used by the script needs to be on the maingrid were the PB is
AN Marc Appledash 18 Jul, 2022 @ 1:08pm 
this is a problem for almost every script i used that had to do with WC
AN Marc Appledash 18 Jul, 2022 @ 1:08pm 
that made the script not see the weapon
AN Marc Appledash 18 Jul, 2022 @ 1:07pm 
it is the fact that i had the PB on a sub grid but the weapon was on the main grid
AN Marc Appledash 18 Jul, 2022 @ 1:06pm 
found the problem
AN Marc Appledash 18 Jul, 2022 @ 1:02pm 
but other script i use this weapon with works fine and it gives the target data
BookBurner  [author] 18 Jul, 2022 @ 12:57pm 
might be linked to the weapon definition, WC weapons can provide targets if they are defined as such. Maybe certain weapons do not provide it.
AN Marc Appledash 18 Jul, 2022 @ 12:56pm 
yes the fire
AN Marc Appledash 18 Jul, 2022 @ 12:56pm 
but then why does the 800m range turret trigger the script for a ship that is 2km away and the other ship that has a 3Km range weapon does not trigger it?
BookBurner  [author] 18 Jul, 2022 @ 12:55pm 
that is strange, and when you enable weapons do they fire?
AN Marc Appledash 18 Jul, 2022 @ 12:54pm 
but i have to ships with the script but only 1 of them sees the other
BookBurner  [author] 18 Jul, 2022 @ 12:54pm 
any threat level should trigger it, I have no distinction in the code, if turrets can fire, alarm gets triggered
AN Marc Appledash 18 Jul, 2022 @ 12:54pm 
the sound i mean
AN Marc Appledash 18 Jul, 2022 @ 12:54pm 
yes it dose now
AN Marc Appledash 18 Jul, 2022 @ 12:53pm 
back to my other question what lvl does the threat needs to be for the script to trigger?
BookBurner  [author] 18 Jul, 2022 @ 12:53pm 
:D ok, so it works?
AN Marc Appledash 18 Jul, 2022 @ 12:52pm 
for what ever reason
AN Marc Appledash 18 Jul, 2022 @ 12:52pm 
it was the fact that the soundblock was not set to me xd
BookBurner  [author] 18 Jul, 2022 @ 12:50pm 
also check the sound block distance, sometimes it is not heard correctly when set to default 50 meters
AN Marc Appledash 18 Jul, 2022 @ 12:48pm 
yes and i did not try that will do now
BookBurner  [author] 18 Jul, 2022 @ 12:44pm 
do you have underscore and not a space there? Also try assigning another group and changing the name in the script, just to be sure.
AN Marc Appledash 18 Jul, 2022 @ 12:40pm 
no i the script sayes there are no soundblocks in the default group but i have 1 sound block in there with a sound selected
AN Marc Appledash 18 Jul, 2022 @ 12:39pm 
does it only trigger when the threat is 9?
BookBurner  [author] 18 Jul, 2022 @ 12:37pm 
that is the default, but you can rename it in the script to whatever you use
BookBurner  [author] 18 Jul, 2022 @ 12:36pm 
group ALARM_SOUND ?
AN Marc Appledash 18 Jul, 2022 @ 12:28pm 
but i wanted to use the sound block but it sayes there are no soundblocks in the group i have a sound set
AN Marc Appledash 18 Jul, 2022 @ 12:27pm 
nvm i know why now the target was Threat 0
BookBurner  [author] 18 Jul, 2022 @ 12:20pm 
Hey, do you have anything bound to the groups? Try using in on something simple, like ALARM_LIGHTS and add some lights to that group. They should be off when no enemies are nearby. Once you encounter the enemy, they should light up. You can simulate it in creative by creating a battery + decoys and then transfer it to pirates for example.
AN Marc Appledash 18 Jul, 2022 @ 12:03pm 
script sayes on screen all clear in the bottom
AN Marc Appledash 18 Jul, 2022 @ 12:01pm 
hello i have a problem with the script

it looks like it does not fine the enemy and does nothing i have WC in the save with a WC Northwind weapon but the script sayes all clear do i need ot do something special to get it to work or?
Sanguin 14 Jun, 2022 @ 5:04pm 
thank you very much good sir
BookBurner  [author] 14 Jun, 2022 @ 8:21am 
hmmmmmm, it is, I now added the trigger when the alarm starts

but that looks more like a thing for the integration with the ON OFF groups, to have something like an option trigger_timers=true and when a timer is in the on / off group it gets triggered. But that is a bit bigger logical change
KampKounslr 14 Jun, 2022 @ 7:27am 
Question: Is it possible to have a trigger for when all targets are lost? Such as, we win the battle, I want to trigger a timer to play Fun Music on my Jukebox and turn off a bunch of stuff I don't need outside of combat.
BookBurner  [author] 14 Jun, 2022 @ 3:44am 
no worries, will update it today :)
Sanguin 13 Jun, 2022 @ 11:15am 
I feel a separate group would be more widely applicable. apologies for getting back so late, busy day lol.
BookBurner  [author] 12 Jun, 2022 @ 8:08pm 
Which is the one you would like to see more?
BookBurner  [author] 12 Jun, 2022 @ 8:07pm 
Sanquin: It is possible to add it in one of two ways
a) have timers trigger when in the ALARM_ON group
b) have ALARM_TIMER group, which triggers assigned timers
Sanguin 12 Jun, 2022 @ 1:09pm 
Is there any way to have this trigger a timer? Some of the weapons I am using have a long animation so they look kinda broken when turned on or off via this script.
BookBurner  [author] 5 Apr, 2022 @ 3:48am 
updated to recent core systems version
BookBurner  [author] 13 Feb, 2022 @ 2:06am 
But I am now working on other issues for our server, so It might take a while
BookBurner  [author] 13 Feb, 2022 @ 2:05am 
Shaemous known issue, I have to rework it to properly connect to up to date core systems