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You can trigger more groups at once with a timer block.
Otherwise: No
@mipam
I don't think so
Yes you can do that, but you will have to adjust the blinking offset by yourself.
After that you can switch between running and static light with f.e. a sensor or a Timer.
Aktiv:
MyRunningLightsGroupForPad3A,YELLOW,3
Inaktiv
MyRunningLightsGroupForPad3A,WHITE,0
How they are called is on you.
You will have to send the PB commands like:
ThisIsMyAwesomeLandingPadBlinkyFlashLightsHell,Green,3
This will make your Group of lights (or single light) named "ThisIsMyAwesomeLandingPadBlinkyFlashLightsHell" to blink in green every 3 seconds.
@Sythius
Very nice script! Works very well.
Thank you so much.
Now for the very importent question can this be set up to do running lights? 2 rows of lights lets say 10 lights long. so you could have them running outward for exiting ships and press a button and have them running inward for incoming ships?
All_Lights is the name of my group im trying to change the color of. If anyone could help me, it would be appreciated.
UPDATE:
When I use the group name "Lights_Group_01" it works fine.
Also more importantly, I'd like to set different Blink Intervals for Enable and Disable states.
It would be very handy if I could set different Light Intensity and Falloff as arguments as well.
I'll mess somewhat with a script myself but I'm not an experienced programmer so I don't expect it to be easy.
Now, any pilot docking his ship can simply have a little docking light set anywhere in view - even inside his CIC of the massive Orpington05, and not have to rely on external cameras to dock with. Just slide forward ever so slowly until the light changes - then connect and you're docked :D
This is AWESOME!
THIS IS PERFECT!!!!!!!!!!
http://pastebin.com/vjb8By42
http://pastebin.com/sTuLSJnP
it now makes stuff red if the connector is not turned on.
Yellow/orange if turned on, but not connected
Green if connected.
However, I can see on the API page that there's nothing called "in range" - yet the game clearly responds to another (friendly) connector coming within range.
Anywho - it would appear this is the best I can get for the time being. Would there be any chance for you to help me with setting up the script so it works for groups of blocks and not just the first block in the list responding to the unique ID?
Thanks a lot for your help, as always :D
But thanks a lot for taking the time to look into this, regardless :D
It should be possible, since the right side of the screen shows "Landing gears in range", meaning that the game can detect when a landing gear is in range - I was thinking that could be possible for connectors too?
Not sure if I make any sense here.
You will need to cast it to the 'IMyShipConnector' interface, it contains a 'IsLocked' boolean you can use. You can find a bit more info about the blocks at: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=360966557
I've been using the custom made you gave me for "gatlin guns" - turning red and blinking if gatling guns were shooting, going orange if idle, and turning blue/green if disabled/offline.
But I can't simply translate the gatlingguns string into "connector", as I don't know what to do. Will you help me out again? I used the one you gave mere: http://pastebin.com/7dy1VwhJ
And tried to change the IMyGatlinggun to "IMyConnector" but that wasn't enough - obviously something else needs changed. Will you help me, mate?
Can only access Lights that are connected to the same Grid System.
Have the ability to add colours to arguments. This means that you could add the PB to the menu bar at cockpit/control chair and simply activate a preset colour to a set of lights.
So 1st option would be set a group of lights to blue, 2nd would be orange, etc etc.
In short, it would be a way of changing light colours simply by using the menu bar in a cockpit.
The function 'GridTerminalSystem.BlockGroups' has been changed too 'GridTerminalSystem.GetBlockGroups(groups)'
I will add a blinking feature too, thanks for the info.
Color ColorOne = new Color(255, 255, 255); // <--------- Color One (set to white right now)
Color ColorTwo = new Color(255, 0, 0); // <--------- Color Two (set to red right now)
float BlinkInt1 = 0.0f; // <---------- Blink Interval for Color Group One (in seconds)
float BlinkL1 = 0f; // <--------- Blink Length for Color Group One (in percent)
float BlinkInt2 = 1.0f; // <---------- Blink Interval for Color Group Two (in seconds)
float BlinkL2 = 50f; // <---------- Blink Length for Color Group Two (in percent)
Main section I changed:
if(Light != null) {
var currentColor = Light.GetValue<Color>("Color");
if(currentColor == ColorOne) { // Check to see if color one is set, if so, change it.
Light.SetValue("Color", ColorTwo);
Light.SetValue("Blink Lenght", BlinkL2); // Yes, Length is spelled wrong. That is the way it is.
Light.SetValue("Blink Interval", BlinkInt2);
}
if(currentColor == ColorTwo) { // Check to see if color two is set, if so, change it.
Light.SetValue("Color", ColorOne);
Light.SetValue("Blink Lenght", BlinkL1);
Light.SetValue("Blink Interval", BlinkInt1);
}