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I.e., if you help me, I can help you, but "It don't work" sort of things just are no help.
E: (2) Run(UpdateAdvertise): Object
reference not set to an instance of
an object.
I: Started ...
I: Visual text size changed to: 0.45
Note the different names and one was NOT found, while the other was...
Not where I can look at the code right now, but my guess is the [TelemetryGPS] (see full instructions link).
If you can check that and the instructions and let me know, I can fix that in a few days. Also, the Discord is best if you need to chat about something.
Projector was found
LCD not found.
Please check block name and recompile.
LCD Panel was found
Caught exception during execution of script:Object reference not set to an instance of an object.
at Program..ctor()
It is really hard to make a script that is 'everything to everyone' and that is why there are other 'helper' type scripts out there - and the person on my Discord did a really cool job of grabbing various data and displaying only what was needed, you should check it out....
My _guess_ (and, again, unless you give some DETAIL, I can't help much!) is that the one ship that is showing the fault has one of these parts.
Look for that and if you need more help, consider going to my Discord as it is much simpler to discuss in detail what you have in that ship, etc.
As the error says, though, you are sending something 'illegal', like the characters shown in the error - check all ships naming.
"I: Started...
E_ Loading error: Key contains illegal characters (\r, \n, l, =, ,)"
The ships show up on the lcd with Vtelemetry tag but they dont report damage... any help?
Sorry if im doing something wrong
Rewrote the code for my specific purposes. You can modify this script to interact with other grids. You've even put in the ability to Write to Sub_grid panels which you can then use to Store temporary information and Use another programming block to parse that information and run it's own functions base off that information.
Great work. I'll be building an array of scripts off this to run an automated armada, production & Assembly, tracking, automated interstellar defense, ect.
+ "GasTank" as defined by the game (O2/H2 Large/Small) https://github.com/malware-dev/MDK-SE/wiki/Sandbox.ModAPI.Ingame.IMyGasTank
+ "BatteryBlock" (same link change to IMyBatteryBlock)
+ "Thrust" (same link, IMyThrust)
If no core fault (MISSING from the original check when you Compiled TP), then we check for 'integrity' of the blocks and that is the 'Damage' and likely to cause a 'Mayday'.
It is not possible to be a 'false report' - though if you did not recompile TP after you made a core change, there certainly will be a report (TP has to store the 'core' info when you start it so there is something to compare later when some damage happens - even if the damage is you changing the layout of the ship!)
For anyone readying here, this was caused by the Defense Shields mod shutting down antenna communications when raising shields!.
If you continue to have trouble, I suggest you get on my Discord - much simpler to communicate and there's lots of folks there to chat with about all sorts of SE stuff. https://discord.gg/f2FmxjyPNu
I'm booked pretty solid until later in the month and only have a few hours here/ there that I've allotted for gaming - and most of that time, well, I'm planning on GAMING, not more programming! So it will be a bit before I get to this, but I really do see it as a nice value add and appreciate the feedback!
1) Tag timer block(s) with the configured "alert_panel_tag" (Which could optionally be renamed to alert_tag)
2) In the timer block's Custom Data, configure the minimum alerts required to activate (default: 1)
3) Alerts >= min_alerts → Start; Alerts < min_alerts → Stop.
This way, even if a player wants a light in all 30 rooms of the mother ship, your script will only need to trigger 1 block.
If anything is found different than the 'log', it reports it.
Very straightforward and _should_ work on any ship that has 'standards conforming' blocks (some mods don't follow the rules and can then make those mods/scripts that do not work well..)
Next week I will have a bit of time and will re-review, but really I don't know why you would have issues and a few thousand others that subscribed to this script don't....
My only suggestion is that you publish your 'Kevin' either to the workshop or on my Discord and when I can next week(year!) I will take a look at it.
Maybe you are using mods that are causing it?
NOTE: YOUR SHIP MUST NOT BE CONNECTED TO A BASE WHEN INSTALLING THIS CODE FOR 'DAMAGE' TO WORK PROPERLY!
Otherwise, replacing the PB would have done what would be expected (though should not really be required...) - it would read the ship and record the 'scan', then the vtelemetry would be green (as it is new and has no damage, etc...)
If you initialize the script when connected to a base, the only time it could possibly be green is if the ship would be connected to that same base - and nothing changed......
On your request - I am not sure I understand just what you are wanting, and more importantly, why/how you would expect to use it.
Seems like you want to take GPS points (like ore you found or something, not a 'broadcasting' sort of thing like a ship/base) and plot on the vtelemetry screen? While that would be possible, you'd have to manually put them into the script as the API doesn't give scripts access to GPS (talk to Keen!) Then, you'd likely want a place to maintain them (update/delete??) - that's a big project...
And, the reason you want it is to 'replace' the HUD (which can give things like SAM a way to navigate) with an LCD (that only can get you 'sort of' close to the point)?
Drop on my Discord and I'm happy to discuss more details, I just don't see it yet.
Would it be possible to add the ability to store fixed gps locations too , not just the grids with the script?
Would be a great way to play without signas as you could see marked locations on the lcd to navigate around?
LOTS of new things (GPS on a new screen, even ALIASES - and more!) - too much to list in the Description above (they only give us 8000 characters.... :( so there is now a new GUIDE to show all the use/configuration!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884830645
I'll keep brainstorming o7
OK, well, it is still a nice idea for the display on the collector - - - - gotta consider it with that in mind and see what it might take to put a (potentially long) list in the collector.
doing it in the collector also gives you a way to name your 'friend' ships and maybe just 'MX' for miners and such.....
I do like the idea - just gotta find a way to implement it (and schedule for working on an update is pretty far off right now - holidays and IRL projects...) - so keep the ideas flowing and we'll have a great next version - when it can come out!