Space Engineers

Space Engineers

D99 Nav Sensor Lights v2.5
23 kommentarer
Taynak 4. jan. 2020 kl. 18:08 
Ok thank you for the info and lead :)
Delta99  [ophavsmand] 4. jan. 2020 kl. 14:33 
@taynak there is no way to make an LCD a video feed. People have been asking that for years. There could be some separate mod though that does such a thing but I doubt it.

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.
Taynak 3. jan. 2020 kl. 23:13 
Cool thank you :) Love the idea of the script though... with all the stuff that MMaster did to his script you would think this the navigation would be standard ... :shrug: Still trying to figure out how to make an LCD display a video feed... new to the game so lol

Delta99  [ophavsmand] 3. jan. 2020 kl. 17:41 
@Taynak yeah most likely. I don't regularly check or even fire up SE much these days. If / when I get a chance I will look into the errors.
Taynak 3. jan. 2020 kl. 13:23 
getting a lot of errors when trying to compile the script... maybe because of update?
Stevros1903 10. juli 2017 kl. 16:24 
@Delta99 Yer sure thing still only 50% through my build at the moment so will be a while but will let you know if i do get anywhere :-)
Delta99  [ophavsmand] 8. juli 2017 kl. 13:51 
@stevros1903, hopefully you get something going with this. If so, would like to see your creation.
Stevros1903 7. juli 2017 kl. 16:47 
@delta99 thanks so much for repply dude. Shame your not realy in to SE too much any more seems to be the way with a lot of people. will have a play see what i can acheive once ive finished my ship. Thanks again
Delta99  [ophavsmand] 6. juli 2017 kl. 18:32 
@Stevros1903, I wanted to do something similar to this from day one that would actually use a range of colors depending on the distance from a single sensor but I can't recall why that wasn't "easy" to do or maybe it wasn't even possible. I also thought of something similar to what you are suggesting which sounds a lot easier and doable. I don't think I ever spent the time in doing so however.

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.
Stevros1903 6. juli 2017 kl. 1:57 
Hi @Delta I was looking at this script and looks like exactly what I need for my new large ship build great idear! But was wondering if you thought it would be possible to edit the code for a due warning system so two sensors could control a single light. I.e. one sensor for medium distance makes light yellow then a second sensor with a smaller detection area makes the same light turn red? As I'm relatively new to codeing especially in space engineers.
Sorry if someone has asked this before couldn't find a search option to search the comments.
Khaste 12. maj 2016 kl. 21:54 
hmmm thats probably about how it'd have to work, you're right. Thanks a million for the suggestion :) I'll see if I can tinker around and get something working
Delta99  [ophavsmand] 12. maj 2016 kl. 17:38 
@Kylo Ben, thanks.

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.
Khaste 12. maj 2016 kl. 8:59 
Firstly, awesome script, but I must know, is there a way to set this up, or alter it, for simple fleet command? For example, you're in your fleets command ship, and you want all of the other vessels in your fleet to follow you, and remain aligned to your ships horizon and not collide with one another? Nothing other than that, just to stay in line with the command vessel.
Delta99  [ophavsmand] 16. jan. 2016 kl. 18:40 
@bigbadvoodoodady, sounds interesting. Do you have a demo or world posted somewhere. I'd be interested in seeing what you've done with it.

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.
bigbadvoodoodady_1 16. jan. 2016 kl. 15:50 
FYI just to be more clear, I'm using your mod to auto-turn on/off LCD displays in a room, that run the MMaster script. Cool stuff!
bigbadvoodoodady_1 16. jan. 2016 kl. 15:47 
FYI Great mod and thanks. I've attached this to two items that make it awesome and a slight different use.

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?
Delta99  [ophavsmand] 17. mar. 2015 kl. 21:54 
@Lukestrike, from what you describe you can easily do that with my script. All you would have to do is come up with the logic for what lights are triggered and then perform whatever actions you like. Pretty straight forward.

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.
rockyjvec 17. mar. 2015 kl. 1:57 
@Delta99, in the new version of EasyAPI I'm working on you can schedule events to run down to nanoseconds (or as fast as the game can do it). You can use a timer block to trigger itself instead of "starting" itself so that it gets run much more often than once per second. See video below of a demo where I blink the sensors on my ship map every 200milliseconds when they detect something. There is a setting to throttle itself so it doesn't cause lag when running faster than a second.
http://youtu.be/FILXCYPl3lo
LukeStrike 17. mar. 2015 kl. 0:44 
I'm talking about your script (the MMaster LCD is not yours I guess :P)

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>
Delta99  [ophavsmand] 16. mar. 2015 kl. 19:48 
@LukeStrike, are you talking for Light indicators or for the LCD's. I think you can get most of that from the LCD script. If you are talking for my script then I could expand it perhpas.
LukeStrike 16. mar. 2015 kl. 14:57 
I think I will like it too :) -> Downloaded :)

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
Delta99  [ophavsmand] 15. mar. 2015 kl. 15:30 
@rockyjvec, thanks. Checkout the update I just made to the instructions using those LCD panels. No changes required to my script at all. Panels support them through the use of indicating whether a light is on or off.
rockyjvec 14. mar. 2015 kl. 11:11 
Nice! I like it.