Space Engineers

Space Engineers

[UHI] uhiANIM 2.1.4
24 Comments
ditb3 5 May @ 9:35pm 
Fixed by myself, kinda. If anyone want to fix it, find about line 178 and change the ToDictionary part to ToDictionary(segment => segment.Name , segment => segment), and the one in line 190 to ToDictionary(mode => mode.Name , mode => mode)
ditb3 3 May @ 9:24am 
Oops! Looks like the new update break the script. PB keeps telling me "can't find assembly".
Strong Hoov ✅ 3 Sep, 2024 @ 3:07am 
I got 1 Request... Make the Script more streamlined and easy too customize.

P.S. Replace all of your [CAPSLOCKED] Text arguments.
Its really really really really annoying.
jezor  [author] 12 Jul, 2022 @ 7:09am 
Thanks! And you let me know if you have any feature requests :D
Tosimos 12 Jul, 2022 @ 12:17am 
Nice! If you need any testing done from console side. Let me know; I dont mind helping this advance further. I love having moving parts. I hate that there is so little out there that have moving parts.
jezor  [author] 11 Jul, 2022 @ 3:42pm 
Automatic updates are now live on mod.io!
jezor  [author] 10 Jul, 2022 @ 11:08am 
I published it here: https://spaceengineers.mod.io/uhianim

Will set up automatic updates soon (:
Tosimos 7 Jul, 2022 @ 8:43am 
ehh so so, just go into github copy and past then upload
jezor  [author] 7 Jul, 2022 @ 2:24am 
As the license suggests I 100% don't mind (;

Though I might tinker with GitHub actions to automatically deploy to mod.io some day, so that you wouldn't have to manually re-upload whenever the version changes - I'm assuming the process is a bit annoying, sorry about that!
Tosimos 6 Jul, 2022 @ 7:41am 
Hope you don't mind. But I've uploaded it to mod.io. I'll remove it if you want me to. But I've been keeping it up to date.
https://spaceengineers.mod.io/uhianim200?preview=71896ddf67a2874ce21160c9ac30020d
jezor  [author] 5 Jul, 2022 @ 12:07pm 
Alright, so I have added configuration for controller sensitivity in version 2.0.12. You can check out how that works in the guide under "Configuration" -> "Controller sensitivity".

You can set autoSensitivity to true , move thumbsticks to their maximum positions, and then turn it to false - this should set up the sensitivity for your XBox controller (:

There's also a new step type, SHIFT , which allows for direct input mapping (similar to ordinary rotation in gyroscopes) if you'd like to try that out.

Thanks again and please let me know if there are any more issues!
jezor  [author] 5 Jul, 2022 @ 4:01am 
Thank you once again! This is really strange, it seems that the limits on XBox are:

forward / backward / left / right => 2
up / down => 1
roll => 2
pitch / yaw => 18

I will add a configuration for the limits within the animation section and set them to XBox ones by default. Also working on direct input to movement translation, so that will be extra useful there.

In the meantime, could you please check if the newest version of the script fixes the input issue for you? If it doesn't, could you please describe what is happening exactly when you try it?
Tosimos 4 Jul, 2022 @ 10:57pm 
Here is the retest. https://pastebin.com/KZwqubDr
Tosimos 4 Jul, 2022 @ 10:30pm 
Sure thing. I'll retest.
jezor  [author] 4 Jul, 2022 @ 9:49am 
If you could do me yet another small favor, could you please check what are the maximum values you get for each indicator? When you move the thumbstick all the way to maximum positions, I mean.
jezor  [author] 4 Jul, 2022 @ 9:45am 
This is perfect, thank you! Please check with the newest version of the script, I think the deadzone setting should resolve the issue for you (:

Though the values seem kinda wonky. On PC for example the move indicator doesn't go past -1 and +1. I'll see if I can find the actual limits for controllers somewhere!
Tosimos 4 Jul, 2022 @ 12:47am 
Have never used pastebin before. But I think I think I got it.
https://pastebin.com/fgWrbNDB
jezor  [author] 3 Jul, 2022 @ 9:16am 
I have just added controllerDeadzone parameter, which may be a solution to your problem. It is set to 10 by default, but you can customize it in the animation section like:

[animation]
controllerDeadzone=25
jezor  [author] 3 Jul, 2022 @ 6:02am 
Hey Tosimos, thank you for the feedback!

Unfortunately, I cannot test this myself since I am playing on a PC.
However, if you would be willing to help me out, I should be able to fix it.

Please spawn this blueprint into your world and follow the instructions on the screen.

Then, send to me the result of the test stored in CustomData of the Control Seat . You can paste it to pastebin.com for convenience.

Once I have that, I should be able to resolve your issue (:

As for using LCD rather than a programmable block, I have now added support for this with the infoSurface parameter. Example:

[animation]
infoSurface=Your LCD name goes here

To use it, update the script to version 2.0.8 (:
Tosimos 2 Jul, 2022 @ 11:45pm 
For Everyone: This script does work on Xbox on servers. However, the WSAD C and Space do not seem to work. At least I have not got it working. Yes I have Mouse and Keyboard on Xbox.
However "ARGUMENT_<custom_argument> - triggers the script is executed with custom_argument". Works great. So using this with Timer Blocks; you will be able to create animations/automations.

-

@Jezor Man i love this script already. I'm still learning it. I have only 1 request. If possible. Can you add the use of an LCD screen. Rather than having it on the Programmable Block itself.
jezor  [author] 30 Jun, 2022 @ 2:47pm 
anytime!
Judge Kronos 30 Jun, 2022 @ 11:23am 
Thank you jezor!!
jezor  [author] 30 Jun, 2022 @ 9:32am 
Hey Toughbeard, yes the script is using limits to stop the rotation at a set angle. For example, if rotor is at 30° at the start of animation, and the step of animation is to move it to 170°, then the upper limit will be set to 170°. If you then add another step for, say -10°, the lower limit will be set to that.
Judge Kronos 29 Jun, 2022 @ 2:26pm 
Can the script override set limit values. For example I want to set the rotation of a rotor to 10 to 170 degrees but I want a secure position animation which is at -10 degrees.

Looking forward to testing this out. really interesting.