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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2592996560
I will remove my script if the author updates his script.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=951016901
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=723855022
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
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?
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 ...
(Once I get a new computer that can run SE at least, in the meantime i am pre-planning my builds)
@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.
If just want the blinking lights and nothing else (closing doors etc.): add only lights to the "AlarmBlocks" and nothing else.
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.
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.
Yes you end up using 3 timer blocks, but it will do what you wanted - "in style" :)
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"
- 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.
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.