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Rapporter et oversættelsesproblem
The real issue is with EasyAPI which I use. I don't think the author keeps that up to date. I've had to make changes to it in the past to keep it working. Might be worth seeing if he is still around and / or has updated it to fix any issues. If so, it can easily be replaced in my script and things should work straight away. Unless it is something specific in my part of the script but doubtful.
Sorry, for not having a better response. I haven't touched this script in ages and barely have touched Space Engineers in ages. If I get back into it anytime soon I will look at perhaps implementing something like this.
What I have done in my builds is use multiple lights of course but that gets cumbersome especially if you don't have the room to put the lights. I've also used MMasters LCD's more effectively as it is easy to setup the displays to get decent readouts from various sensors.
Sorry if someone has asked this before couldn't find a search option to search the comments.
I don't think there is an easy way to commicate from ship (grid) to ship (grid) but there might be some other ways of doing what you asked using the info from this script or to have it trigger various engine functions on other ships in order to follow in a fleet formation. However, there are probably other ways of doing it easier too. One way I would think MIGHT be possible is with array's of laser antennas IF a script can read distance and direction. Then it would be able to fire the thrusters to keep distance and direction between two laser antennas.
As for your question, if I understand correctly and that you want to instead turn "off" something rather than turn it on, you can look at lines 69 and 72. Those are the actions to turn on or off. Just switch around the two actions in those lines.
1) Landing Bay "OCCUPIED" sign lights up when theres a ship on it (awesome for lots of traffic with friends.
2) My landing bay cargo LCDs light up and turn off with all of the MMaster information when I land, cool to see
*Note: Here's my big question, I'm trying to go through your script and REVERSE the actions take, meaning: If one should be within the vicinity of a sensor a LIGHT or LCD turns "OFF". This would be great for landing bays as well, the "OPEN" sign would be read unless that same sensor is triggered, in which case then it would be turned off, and your other script would take over. Follow?
Sorry about the demo. The first part is all you really need to watch to get the basics. I was just trying to show it in action in a whole bunch of different scenarios. The thing is, it's up too you how you want to configure it in the end because there are just so many different ways to use it.
http://youtu.be/FILXCYPl3lo
In fact I don't understand what your script is doing ? No time to examine it and the video is less than descriptive (sorry to say that but you seems to be lost in your own demo)
My idea was that it will react "by zones" (I like this idea, for example <Landing 01>) and that all in that zone will react).
So for example if you have that <Landing 01> zone (on a Mother Ship or Station):
- sensors to detect the arrival of a ship
- sensors to detect the aligment of that ship (red lights on the R/L/U/D sides if not correct to "guide" the pilot)
- open hangar/doors
- deploy retractable connectors
- play some funny sound (beep beep)
- send info to some of the LCDs of the main ship/station "Ship landing on <Landing 01>"
Etc ... you get the idea :)
LKS
BTW I wonder if your script (or maybe the EASYApi one) is working with groups ? It should be a LOT more esier to add/remove items connected to a <zone>
Maybe you can add to this functions to handle Doors (Open/Close) and why not Motors/Pistons (groups ?) for larger doors (hangars), retracting docking ports etc ? (not yet tested so maybe there is no need for that)
LKS