Space Engineers

Space Engineers

Alarm - Battle Ready with one click (UPDATED 2015-07-17)
52 Comments
Zer0Gamler 4 Sep, 2021 @ 12:25am 
I did make an update my self with no timer support and added the rotary light from the deco DLC #2:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2592996560
I will remove my script if the author updates his script.
ThatGuyConnor 23 Aug, 2019 @ 12:49pm 
its just says no assembly found please compile script what am i doing wrong i would like some help with this. :cozyspaceengineersc:
Fish 22 Feb, 2019 @ 3:24pm 
Anyone have a collection of all the scripts made by this guy?
usswat64 1 Jan, 2019 @ 3:26pm 
How do yo stop the Blinking lights and return them to normal?
izzzy80 26 Jun, 2017 @ 3:19pm 
Working Version can be seen here.. untill original author can fix.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=951016901
izzzy80 19 Jun, 2017 @ 8:16pm 
I have a working version on my game.
BevansDesign 26 May, 2017 @ 1:07pm 
Sadly, doesn't work anymore.
LowTechRider 14 May, 2017 @ 3:59am 
Can someone update this script, it's pretty badass but it got two errors
MJ Koss 21 Jan, 2017 @ 6:01pm 
Scrip has errors, will there be an update in near future?
ANTi Yippee ツ 19 Sep, 2016 @ 3:47pm 
PLS UPDATE THE SCRIPT
SimplyBenjamen 29 Aug, 2016 @ 3:21am 
The mod has broken now that the normal branch is up to date with the new mod API code, please fix this when you can or pass it on to someone who can fix it for you.
SimplyBenjamen 19 Jul, 2016 @ 10:02pm 
I went to test it on the normal branch and it is working fine, i think i might stay on the normal branch just because mod support is good on it.
SimplyBenjamen 19 Jul, 2016 @ 8:24pm 
Program(377,33): Error: 'IMyBlockGroup' does not contain a definition for 'Blocks' and no extension method 'Blocks' accepting a first argumment of type 'IMyBlockGroup' could be found [are you missing a using directive or an assembly reference]. This was with dev branch and i had the light with the name AlarmOn my AlarmBlocks group with my things and the timer setup to loop every secound and run the script. It won't even start the script due to this error, if you can please fix this or support dev branch because i can't stand waiting for updates.
laci4321 (HUN) 13 Jul, 2016 @ 2:55pm 
Your script is very useful in battle situations! I used that in my ship, thank you!!!!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=723855022
R3DR3AP3R9 2 Jul, 2016 @ 5:32pm 
LMAO " The standard keywords are "Enemy", "Hostile" and "Winter is coming"." XD
amessiah 4 Jun, 2016 @ 11:14am 
Can i ask how to do something?
Its cool alarm, i like it. but i want so beacon auto turn on, if it off and set to configurated distance. how to do it? ty
HiveIt 27 Jan, 2016 @ 12:11pm 
im new to this and when you sat calls itself what doies that me excatly ? some one pls helpme
Bananafrita 11 Jan, 2016 @ 4:33am 
do it need timer block bcz i am not makeing it^_^
Haginen Otsolen 9 Jan, 2016 @ 3:37pm 
Anyone?
Haginen Otsolen 5 Jan, 2016 @ 6:15pm 
hey, I got alarm back on but it won't restore back. It turned off then turned the red back on...I tried "AlarmOn" manual on buttonpanel....nothing happen. it just went off and went red back on...no restore
.Catamount 16 Dec, 2015 @ 8:57pm 
I do find the ability to write to LCDs is rather more useful when it's not appending text. When the alarm activates, I just want the LCDs to reflect that, and that goes for when it deactivates, and I don't need the clutter of a text history in there.

It's not hard to change the script to do this on the user end obviously, but might setting append to false by default make ship LCDs look a little more professional?
Ryan 9 Nov, 2015 @ 11:11am 
The Timer Block get triggered not started, anyway to change this?
Brenner  [author] 17 Oct, 2015 @ 7:20am 
Unfortunately thats not possible right now.
The only block that allows you to detect anything via In game programming is the sensor. Which is not that useful for detecting ships, considering it has a max range of 50 meters ...
Captain Awesome 14 Oct, 2015 @ 2:05pm 
Any chance of adding the ability for this script to detect enemy ships based on attena range? and for that to set it off, as well as if possibly a meteor storm?
Dreaming 28 Sep, 2015 @ 8:16pm 
i just cant work this at all
Kexodus 20 Sep, 2015 @ 8:14pm 
How could I set up seperate/multiple alarms? Like one for "red alert", and another for "intruder alert"?
Captain_Crooked 27 Aug, 2015 @ 9:54am 
okay, cool, my plan is to get a timer activate auto-pilot on a satellite, so if it gets damaged by a meteor, the satellite will automatically go to a repair dock, fly through it, be repaired, and go back to its monitoring spot in space.

(Once I get a new computer that can run SE at least, in the meantime i am pre-planning my builds)
Brenner  [author] 27 Aug, 2015 @ 9:06am 
Yep. Just add the timer block to the "AlarmBlock" group, and it gets triggered whenever the alarm starts,
Captain_Crooked 26 Aug, 2015 @ 5:56pm 
Hmmm.... is there a way to edit this script to get it to activate a timer?
Commander Churchill DK 9 Aug, 2015 @ 2:37am 
thanks i got working on all my main ships it works really well thank you for making this.
Brenner  [author] 9 Aug, 2015 @ 2:19am 
@Demolition Man: absoluely nothing. This script was made before arguments for programmable block were added, so it doesn't use them.
@Yaddah: no. Damages that are already present during the first run of the script won't call the alarm. And completly destroyed blocks are never counted as they don't exist anymore.
Yaddah 8 Aug, 2015 @ 8:02pm 
Is this script able to also detect blocks that have already been destroyed?
Commander Churchill DK 3 Aug, 2015 @ 11:52am 
what do i put in timer argument ?
Cybok 5 Jun, 2015 @ 8:09am 
Great mod! I use it all the time. I did notice with the DX11 upgrade the new Beacon texture doesn't respond to the script. Just FYI.
RyansPlace 16 May, 2015 @ 9:18am 
How do I extract the light code from your script? My intent is to change a interior light block color (from green to flashing yellow, o something) when a timer is triggered. This is a separate function from the alarm script.
Brenner  [author] 16 May, 2015 @ 7:40am 
@aircav25: Just "AlarmOn" (without the quotes).

If just want the blinking lights and nothing else (closing doors etc.): add only lights to the "AlarmBlocks" and nothing else.
RyansPlace 16 May, 2015 @ 6:04am 
This is good! Thank you for the product I'm still struggling to figure out some fine points.

Similar issue with the light. Are we supposed to name it "Interior Light - AlarmOn" or just "AlarmOn"?

Would you mind publishing a script that just changes light attributes when triggered? I'm trying to use lights as indicators while your alarm program runs in the background.
Samsa 13 May, 2015 @ 7:26pm 
Works perfect!
LordChicken 11 May, 2015 @ 7:31am 
Brilliant, I was just sitting down this weekend to try and come up with something much like this.
Nona 26 Apr, 2015 @ 5:51am 
It doesn't work
Brenner  [author] 15 Apr, 2015 @ 12:57pm 
No clues, seems like you checked the most usual errors already - group name, light name and block ownership.

Does the programmable block mention any error, when you open it in the control panel?
Maybe recompiling the program could help too (edit program block, followed by a Remember&Exit). Maybe try to manually run the program block when the light is on.
Fun Police 14 Apr, 2015 @ 5:30pm 
I just tried out your script... It doesnt work. I followed the instructions but the "AlarmOn" interior light doesn't switch on anything when i turn it on. I put other lights, sound blocks and text panels in a group called "AlarmBlocks".. Nothing. What do I do? The script is running itself on a timer block every second and everything on the station belongs to me.
rottielover 3 Apr, 2015 @ 7:22am 
What's nice about the timer block idea is that you could also set them to kick oneanother off thus "flashing" your image or "blinking it" with the lights if you wanted. You might need 3 timer blocks, one to kick the flashing of the panel off and turn it on, the next to turn off the panel and kick it back to the start block, and then the 3rd would be the alarm off script control to stop the other two blocks and turn the panel off.

Yes you end up using 3 timer blocks, but it will do what you wanted - "in style" :)
Rita Estrazda 3 Apr, 2015 @ 12:44am 
I'll try that then. System I got works fine just wanted it to be better with programming.
Brenner  [author] 3 Apr, 2015 @ 12:42am 
Not possible right now, and I don't think I could add it. Right now, the textpanel API has a AddImageToSelection() function, but Keen somehow forgot to add a RemoveImageFromSelection() function too - *DOH*

What you could do: preselect the desired image in your text panel. Turn it off. Add 2 timer blocks to the alarm group - the name of one them should end with "END".
Setup the one called "END" to turn off the text panel, the other timerblock should turn it on.
Result: when alarm starts, the text panel shows the image. When the alarm ends, text panel says "Offline"
Rita Estrazda 2 Apr, 2015 @ 8:15pm 
Hey what if i wanted to change an LCD image
rottielover 29 Mar, 2015 @ 11:21am 
Super awesome!!!!
Brenner  [author] 29 Mar, 2015 @ 3:04am 
Made a little update

- script can now trigger timer blocks on start or end of alarm.
- doors (including the new airtight hangar doors) can be opened instead of closed during alarm, just add "OPEN" to the end of the name.
- script can search for certain keywords in text panels and sound the alarm if found (as suggested by rottielover). Name of the text panel must end with "IN" to enable this.
Brenner  [author] 26 Mar, 2015 @ 3:02pm 
Hacking alarm issue: hmm, interesting. In my testworld (singleplayer) the hacking alarm was only called when I hacked a block that I assigned to a NPC enemy. Grinding a block that is set to "me" or "nobody" didn't call it. Maybe ownership works differently in multiplayer (or on dedicated servers). I'll investigate it.

Trigger on text panel: great suggestion, this should be definitly possible. I could add a configuration variable to the top: Standard alert words could be "Enemy" and "Hostile", but players could change it to whatever they want. I'll try it, probably this weekend.
rottielover 26 Mar, 2015 @ 11:09am 
Issue: Owner "hacking" a block set's off the alarm. I placed and welded a block, then ground it and the alarm went off for hacking attempt. This was on a DS, does that matter?