Space Engineers

Space Engineers

SEAT | Seat Entry/Exit Activated Timers
57 Comments
RougeSable 8 Feb @ 8:31am 
Well as far I know, Event controller cannot trigger 1 action when you enter AND 1 action when you leave a seat.
PersonofInter 24 Jul, 2024 @ 3:28am 
Event controller practically does this now :)
PaynMusic 1 Dec, 2023 @ 2:50am 
Engagement** Triggers**

Seat Engagement Activated Triggers. :steamhappy:
Femboi 2 Mar, 2023 @ 10:53pm 
All good, just wanted to keep the timer count as low as i could, was hoping i would just have to change one line to start timer rather than trigger, but what do i know about scripting.
Whiplash141  [author] 1 Mar, 2023 @ 10:41pm 
@Waipa: Try v1.1.2

@Coolbeans: No, but you could have your timer start another one?
Femboi 1 Mar, 2023 @ 6:19am 
Hi whip love the script, is there any way to make it start the timer countdown rather than triggering it?
Waipa 12 Aug, 2022 @ 11:57am 
"Can we use this for the new Turret Control Block"

"No, but I'll see about adding it"

Still hoping for this :D
Whiplash141  [author] 24 Jul, 2022 @ 10:46am 
Yep!
Rhea.licious 23 Jul, 2022 @ 9:02pm 
Damn. Can a RC be used as a "seat?"
Whiplash141  [author] 23 Jul, 2022 @ 8:35am 
yeah that's how the game handles that lol
Rhea.licious 23 Jul, 2022 @ 2:29am 
So um if I enter a passenger seat, then a remote control, it acts like I leave the seat.
CTH2004 21 Feb, 2022 @ 11:20am 
don't jinx it broke!
Demon47G2327 20 Feb, 2022 @ 9:38pm 
Hopefully it wont be a hard thing to do.
Whiplash141  [author] 18 Feb, 2022 @ 5:05pm 
"Can we use this for the new Turret Control Block"

No, but I'll see about adding it
Demon47G2327 18 Feb, 2022 @ 8:42am 
I'm starting a new self made scenario today and I will be trying all the crazy things lol.
Including actually using more than IIM, ISA, Auto LCD 2, and whips auto doors lol. 4k+hrs in game and haven't used more than 5 scripts.
Demon47G2327 18 Feb, 2022 @ 8:01am 
Can we use this for the new Turret Control Block?
ThePyro 14 Feb, 2022 @ 10:14am 
My rover now automatically deploys a boarding ramp when you leave the cockpit and retracts it when you enter the cockpit.

Planning to setup the running lights to turn on / off and add sound blocks that play different sounds when you enter / exit the cockpit.

Very, very cool. Thanks for the script, Whip!
Idiot Elf 9 Feb, 2022 @ 3:19pm 
Just finished 2nd part of Maze Master Scenario. Would not have been possible without this amazing script. Thanks to the almighty Whip... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2748010608
CTH2004 26 Jan, 2022 @ 2:13pm 
great! Can't wait!
Whiplash141  [author] 26 Jan, 2022 @ 1:45pm 
i need to entirely rewrite it, but i do plan on releasing it eventually
CTH2004 26 Jan, 2022 @ 1:34pm 
Indeed

Also, @Whiplash

I was going through your older builds, and I saw the WMI Paperboy Kinetic Torpedo FAC . You mentioned a "Turn N' Burn" there. Could you publish that script? And, if the turn is fast enough, you could integrate your name in, since when something turns quickly, it's said to "whip around", and can give you "whip lash"
Myamsar from the game Patapon 3 20 Jan, 2022 @ 8:12pm 
I see you like to play with your acronyms.
慕容夜 19 Dec, 2021 @ 10:57am 
Great script,// MODDED ITEMS
// (subType, mainType, quota, display name, short name, used)
// * if used is true, item will be shown in inventory even for 0 items
// * if used is false, item will be used only for display name and short name
// AzimuthSupercharger
Add("AzimuthSupercharger", "Component", 1600, "Supercharger", "supercharger", false);
// OKI Ammo
Add("OKI23mmAmmo", "Ammo", 500, "23x180mm", "23x180mm", false);
Add("OKI50mmAmmo", "Ammo", 500, "50x450mm", "50x450mm", false);
Add("OKI122mmAmmo", "Ammo", 200, "122x640mm", "122x640mm", false);
Add("OKI230mmAmmo", "Ammo", 100, "230x920mm", "230x920mm", false);
Whiplash141  [author] 14 Dec, 2021 @ 11:12am 
"This script works with seats, cockpits, remotes, beds and cryo bays"
↑→↓↓↓ 14 Dec, 2021 @ 5:42am 
Is this useful for remote control? I mean can this script be triggered when a remote control is under control ?
fuqwit 9 Dec, 2021 @ 1:59am 
what he just said
ApexAlphaGaming 5 Dec, 2021 @ 9:04am 
This could all be fixed if Keen could make sensors detect seated players.
ApexAlphaGaming 5 Dec, 2021 @ 9:03am 
The only difference was you said it can "stop the timer", but it would seem that stopping the timer doesn't work. The script may be stopping the timer faster than the sensor, so afterward the sensor then no longer detects a player and starts the same timer that was "stopped" even though the script was stopping a timer that hadn't been started yet. So the sensor may be triggering after the script, giving it's final action priority.
Whiplash141  [author] 5 Dec, 2021 @ 3:05am 
@Apex: That sounds quite a bit different than what I described.
ApexAlphaGaming 4 Dec, 2021 @ 9:45pm 
That was exactly how I have it setup already, but the sensor still triggers it's "No Longer Detect" action the second I sit down, even though the script is set to trigger a timer that turns off the sensor when I sit down and re-enable it when I leave the chair with a secondary timer.
Splitsie 4 Dec, 2021 @ 9:28pm 
This is awesome, no more suffocating because the sensors for my vents have turned off while I'm seated :)
Whiplash141  [author] 4 Dec, 2021 @ 9:02pm 
The sensor block runs 6 Hz and so does this script. You can have your sensor setup to start a timer and you can have SEAT stop that sensor's timer and do whatever else you want when you sit down.
ApexAlphaGaming 4 Dec, 2021 @ 5:57pm 
Unfortunately, the sensor block is much faster than the programmable block, therefore whenever I seat my player, the sensor no longer detects a player and does what it is setup to do when no longer detecting a player. Mine is set to turn off my ship when I walk away from it, but it also turns off my ship when I sit in a chair, or take control. I was hoping this script could remedy that, but if it's possible I have not thought of a way yet.
LilithBytes 4 Dec, 2021 @ 8:13am 
revolutionary!
Tom 3 Dec, 2021 @ 7:24am 
Finally I can make a realistic riding mower in Space Engineers!

On a more serious note, this would be great for an automated drop pod return sequence. So that once the users of drop pod gets out (or even in) it triggers a script. This could make for some interesting scenarios.
TastyChickenLegs 2 Dec, 2021 @ 3:50pm 
This is an awesome idea. As always, thanks for sharing.
Stardust 2 Dec, 2021 @ 2:54pm 
Stop coming up with smart acronyms dammit!
Gromit 2 Dec, 2021 @ 8:14am 
@Apologies: that was possible already thanks to the SE Macros script and the "Active" condition, it will just be easier now :-)
Thanks a lot Whiplash141 :selike:
Storm 2 Dec, 2021 @ 3:48am 
Excellent Idea!! Wow, all my designs need updating now.
Karma Knight 2 Dec, 2021 @ 2:22am 
great job
Karma Knight 2 Dec, 2021 @ 2:21am 
and boom just like that players can create automated transport that doesnt leave without a passenger
mlach1337 1 Dec, 2021 @ 9:12am 
that name alone is a awesome :plane:
Sozoya 1 Dec, 2021 @ 2:18am 
Absolute legend
BoompaBlubbah 1 Dec, 2021 @ 12:49am 
Great work once again. Always making great use of your code sets.
Thank you for sharing.
big coom daddy 30 Nov, 2021 @ 5:00pm 
He's a god among us
Apologies 30 Nov, 2021 @ 9:03am 
Lol i just thought today "I wish this were a thing" perfect!
Ronin Planetary Industries 30 Nov, 2021 @ 7:52am 
Awesome. For your next script... snapshots of wheel suspensions saved the programmable block's custom data and the ability to recall them.
Idiot Elf 30 Nov, 2021 @ 4:41am 
Excellent - I have so many uses for this. Thanks
ManyNamedSteve 30 Nov, 2021 @ 1:05am 
More awesome work I love it!!!!
Mantha 29 Nov, 2021 @ 11:07pm 
The genius of Whiplash never ends, does it?