Space Engineers

Space Engineers

Easy Action Sequencer
22 Comments
Maniac 17 Feb, 2016 @ 3:17pm 
Oh god... I went back to the text panel after reading your reply, confident I would find all in order, but not wanting to just assume, and there were 4 empty lines past the last command. I swear, I double, triple, even quadruple checked for why it wouldn't work.
Eventually, I just assumed that there was a problem with delays, or long command sequences, because the first thing I used this for, was to change the radius of 2 lights during an alarm, worked fine. Welp, at least I learned how to rename blocks with scripts. That gives me lots of ideas. >:D
TheWarMaster97  [author] 17 Feb, 2016 @ 5:02am 
@Maniac Last time i used this script (months ago) it was working, maybe you wrote a blank new line at the end of the list of instructions. regarding the sliders, as long as you know their name, you can use them.
Maniac 16 Feb, 2016 @ 3:01pm 
Well, I wrote my first real script. When it runs, it renames the timer block to _____-0. I set it to run at the end of the action sequence, so I don't have to reset it manually, and my automatic reloader is ready to go again.
Maniac 15 Feb, 2016 @ 8:38pm 
When either this script, or the advanced version, gets to the end of the list of instructions, the programmable block puts out an error:

"Caught exception during execution of script: index was outside the bounds of the array"

I then have to manually change the name of the timer block back to -0, and recompile the script
Maniac 14 Feb, 2016 @ 6:46pm 
I was able to use the "radius" slider for lights with this script, even though it's not listed in the available sliders list. Would it be possible to modify the color sliders as well? I would rather only have to use one script.
I.C.E. 4 Dec, 2015 @ 10:46am 
Descripton looks promising. Thank you!
TheWarMaster97  [author] 4 Dec, 2015 @ 9:47am 
@I.C.E. i'm busy for the next 2-3 weeks, but in the mean time you can try this new script by Coren, i think it does what you wanted
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=566270789&searchtext=
I.C.E. 30 Nov, 2015 @ 11:37am 
Seems as a great solution
TheWarMaster97  [author] 30 Nov, 2015 @ 11:18am 
Maybe i can define multiple sequences in the same text panel, give them a name in the first line of each sequence and choose which one to run with the script arguments, and the script will stop executing the sequence when it finds another sequence name.
I.C.E. 30 Nov, 2015 @ 10:42am 
1000 symbols for one comment :(

Same example with different solution:
One text panel, one program block, and one timer, just one more text command for the script 'pause'. Script will go throught the sequence, and when it comes to the 'pause' line it only changes TB name to the right iteration number, but doesn't trigger it. Script is on hold until you manually ran it by yourself. Once you do it will continue from the point it stopped first time.
This solution is way more simple.
I.C.E. 30 Nov, 2015 @ 10:42am 
Sure:

If you can define those two names with arguments you can then use one programable block to perform different action sequences, based on text pannel name without actually opening 'K' menu and rewriting the name at the script body. For example - you want to raise all your rover wheels, then engage landing gears lock and then lower the ramp. Vice-versa actions cannot be performed by just triggering the program again, since it will touch wheels first, but you actually need it to raise the ramp, unlock gears and only then get wheels to normal.
Having another text panel with vice-versa sequence and ability to determine what sequence to perform in script arguments will allow you to have only 2 slots occupied on a hotbar (one with argument like panel=Sequence 1, second with panel=Sequence 1), running the same script.
TheWarMaster97  [author] 30 Nov, 2015 @ 10:28am 
perhaps, I can not guarantee because lately I'm very busy, can you explain with more details this idea?
I.C.E. 30 Nov, 2015 @ 10:05am 
@TheWarMaster97
Any chances that you can update both scripts to accept Text panel and Timer names as arguments? It seems easy, but while I can change/write some very basic code, I have no experience in text parser, and you definately have it :)
TheWarMaster97  [author] 30 Nov, 2015 @ 9:57am 
@I.C.E. Updated, thanks twice.
I.C.E. 29 Nov, 2015 @ 6:49am 
@TheWarMaster97
Just to be sure you know that - your advanced actions sequencer have the same issue.
Very helpfull scripts by the way. I use them often now!
TheWarMaster97  [author] 29 Nov, 2015 @ 3:25am 
@I.C.E. i fixed the bug, thank you.
I.C.E. 21 Nov, 2015 @ 7:25am 
Thanks for a convinient script! I've found a little bug:
Line 308: "TB-" string is used to set a new timer block's name with delay, ignoring the prefix set in script settings at a top.
It makes running several programmable blocks with this script impossible.
elKabong31000 27 Aug, 2015 @ 2:12pm 
nice. ill take a look. thanks for remembering me :)
TheWarMaster97  [author] 24 Aug, 2015 @ 9:08am 
@elKabong31000 i succeded in supporting the milliseconds in my script, here it is: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=505625799
elKabong31000 16 Jul, 2015 @ 10:35am 
Cool, i'll keep my eye on it. I'm involved with other games now though, so no rush.
TheWarMaster97  [author] 16 Jul, 2015 @ 9:49am 
@elKabong31000 unfortunately while i was creating this script i discovered that the more you run the script the less the delay is accurate, for example in a previous iteration of this script a delay of 30 sec would actually last 46 sec, probably because there are small delays for the execution of the script and the triggering of the timer, this script runs only when the delay expires, each time it runs it set a new delay in the timer and starts it.
Right now i'm working on an update for my set jump drive distance script, i will probably finish tomorrow, after that i will check out the script you suggested me and see if i can find a way to do what you asked.
elKabong31000 16 Jul, 2015 @ 8:12am 
I like what you've done here. Can the delay only be set in full seconds? There is a script "Precise Timers (Frame by Frame Countdown of Timers)" that allows 60 triggers per second using a trigger now function on its timerblock. However, the "frames per second" is dependant on sim speed and is not very usefull in multiplayer circumstances. If you could figure out a way to make the delay less than a second, I would only need one programmable block for my firing sequencer. The less blocks needed the better. Thank you for your work.


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