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Seat Engagement Activated Triggers.
@Coolbeans: No, but you could have your timer start another one?
"No, but I'll see about adding it"
Still hoping for this :D
No, but I'll see about adding it
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.
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!
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"
// (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);
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.
Thanks a lot Whiplash141
Thank you for sharing.