Space Engineers

Space Engineers

Mazen's Shield Menu System (Control Module Supported)
162 Comments
Mazen IIXIS  [author] 17 Jul, 2022 @ 8:35pm 
My apologies for taking so long to give updates. I had RL situations that made it difficult to work on the new version. In addition, I was working with new concepts that I hadn't used in my previous codes and was running into difficulties. I will try to have something out as soon as I figure something out. I hope to have it out as soon as possible.
ilPROXI 23 Mar, 2022 @ 12:10am 
tnx mazen
Mazen IIXIS  [author] 22 Mar, 2022 @ 2:25pm 
@ilPROXI thanks for the motivation. I'm working on it right now but I'm not sure when it will be ready since I've been making new changes to the API that I use in my codes and are looking at new ways of displaying the data graphically. As soon as I resolve some issues, I will upload the new codes.
ilPROXI 22 Mar, 2022 @ 2:22am 
plese update
Mazen IIXIS  [author] 10 Feb, 2018 @ 10:58pm 
Okay, the script should be working now. Please let me know if there's any problems running this script.
Mazen IIXIS  [author] 7 Feb, 2018 @ 2:24am 
A brief announcement. I'm currently rewriting the shield script. I should have the new one out hopefully in a couple of days as soon as I confirm that it's fully working. The features will be announced as soon as the script is done.
Mazen IIXIS  [author] 27 Jan, 2018 @ 2:28am 
@Kam Solastor thank you for letting me know about the problem. I will look into it as soon as I can. It seems that they may have made a change to the ingame script.
Kam Solastor 25 Jan, 2018 @ 6:36pm 
I'm not sure if it's that issue with the programmable block, or if it's something else though. Do you by chance have a more in-depth guide on setting up the programmable block, the grouping, and the LCD?
Kam Solastor 25 Jan, 2018 @ 1:44pm 
Looks like this is broken at the moment. When you check the code it says that "...use of the MyTerminalBlock.SetCustomName[string] is obsolete".
Mazen IIXIS  [author] 11 Jan, 2017 @ 10:35pm 
@⚔White-WΘLF⚔ Okay. I've isolated the problem. Sorry it took me so long. I should clarify it a little more. The only time I've run into problem is if the group is not named correctly. It have to be named "Shield System". If you still have the problem, please upload the world so that I can take a look at it. I will do what I can do since I'm in school now.
Mazen IIXIS  [author] 29 Dec, 2016 @ 3:26pm 
Oh and the youtube video is outdated btw, I should update it but I've been pretty busy lately.
Mazen IIXIS  [author] 29 Dec, 2016 @ 3:25pm 
That's okay, Mycroft may be running into the same problem. Hmmmm. Large shield generator... I should check on that because I usually was using small generators, but a large shield generator could be different somehow. I will look into it as soon as I can.
SaucyGrave 29 Dec, 2016 @ 4:21am 
apologies for my consistent annoyance, I'm still new to programming HUDs and LCDs, especially with this script because it's the most complicated I've ever tried to program without a thorough guide on how to do it :( I'd love for this to work, I know that this is awesome to have, I just need some help is all.
SaucyGrave 29 Dec, 2016 @ 1:27am 
Ok in my Shield System Group I have the Large Shield Generator (added the : at the end of the name), the capacitors and flux coils attached to it, the flight seat from where to control the menu, a programmable block with the script on and a timer block, as well as 2 LCDS and a Wide LCD. So far it isn't working, getting the constant message that I sent yesterday.
Mazen IIXIS  [author] 28 Dec, 2016 @ 9:33pm 
@⚔White-WΘLF⚔, okay, I think I may have an idea of what is causing it. Can you tell me what is in the "Shield System" group? It will pass that error if there is something missing from it, like shield generators, and LCDs, the lights and sounds should be optional.
SaucyGrave 28 Dec, 2016 @ 4:18am 
hmmmm after reading all the comments AND watching the tutorial, I just can't get this thing to work :< if I may ask, could you make a detailed guide on how to program the Shield Menu System? I seriously have tried for like 3 hours straight and it's still not working... the message I constantly get is:

"Caught exception during execution of script:Object reference not set to an instance of an object"
Mazen IIXIS  [author] 18 Dec, 2016 @ 9:29pm 
I need to know what the error are because it's working fine for me. Upload the world with the problems so that I can take a look at it.
Mazen IIXIS  [author] 14 Dec, 2016 @ 7:07pm 
@Mycroft_Groks, are you using Control Module? What error are you getting?
Mycroft Groks 14 Dec, 2016 @ 2:05pm 
I can't get this script to recompile since the latested update. Always get an error
Mazen IIXIS  [author] 24 Aug, 2016 @ 3:44pm 
You can add me, I think that's the only way to chat privately, that I know of.
Dreto 24 Aug, 2016 @ 12:40pm 
Hmm, this is a MP server I'm doing it on(can't actually /get/ said save file), I could however just stream it I'd think. Yeah? Also, no idea how to actually chat privately here.
Mazen IIXIS  [author] 24 Aug, 2016 @ 12:06pm 
Oh sorry, I didn't have microphone so I can't use vocals but I could ask somebody who have it if they are willing to. Hmm, can you upload the world that you're having problem with and I can look at it. I'm a little confused about the SO, I'm assuming it's a shield generator because it have the ":" in it. You will need the shield generators and the LCDs in the group for it to work. The script reads the values after the ":" and formats the LCD with different ways of output. Also are you using stable or dev branch?
Dreto 24 Aug, 2016 @ 8:55am 
Okay, for the life of me, I cannot get this script to actually display on an LCD. I got it to rename a shield into a value, but after that, nothing, the tutorial video doesn't help at all without vocal explanation. Like I'm still utterly confused about the group and the item name SO:<string of random crap>, what block is that? Do I need it for the basic setup? You started out with what I would consider advanced setup in the video!

Difficulty rating: 7/10

When comparing it to Nmaster's automagic LCD's.
Mazen IIXIS  [author] 17 Jul, 2016 @ 3:08pm 
Okay Marty, I think I may have a solution that hopefully should solve the problem with the shield script. I attached the script for the development branch at the top. If you still have problems, let me know. If it work, let me know that it is working so that I won't have to worry about any possible bugs.
Mazen IIXIS  [author] 17 Jul, 2016 @ 1:14am 
Can you upload the world that you are having problem with so that I can take a look at it?
Riskyshot 16 Jul, 2016 @ 9:30pm 
Shields would read as offline and at zero, yet shields were fully charged.
Mazen IIXIS  [author] 16 Jul, 2016 @ 8:58pm 
What problem was you having on a small ships?
Riskyshot 16 Jul, 2016 @ 11:13am 
Hey Mazen recently i started using your mod and i ike it but was wondering if u can make a small ship version, i been trying to get it to work with no luck.
Mazen IIXIS  [author] 22 Jun, 2016 @ 2:48pm 
I've run into a problem while testing this script on the developer branch. It will not run properly, but will run fine on stable branch. As of now I do not know why it's not working properly on developer branch. I think it's a bug in the dev's branch.
Mycroft Groks 6 Jun, 2016 @ 4:56pm 
I'll take a look at it, the next time I play. Great job on the script so far though. The flux coils turning off is great for ships with limited power.
Mazen IIXIS  [author] 5 Jun, 2016 @ 7:14pm 
@Mycroft_Groks sorry it took me a while to get around to upgrading the script. Let me know if the recharge output is satisfying for you. I've taken out the Flux Status readout (showing whether the flux is on or off). It's now permanent that the flux will turn off when the shields are at 100% or offline. It's helping save power for everyone else as well as simplifying the menu a little more while adding more features.
Mazen IIXIS  [author] 3 Jun, 2016 @ 1:00am 
Announcement: There have been changes made to Cython's shield script. So I'm currently working on developing a new script that will reflect the changes. Please be patient while I work on developing the new script. I will release the new script as soon as I am able. Thank you for your patience :).
Mazen IIXIS  [author] 3 May, 2016 @ 9:20pm 
You're right. I will add that when I get free time, which I hope is soon. Thanks for letting me know about the recharge rate. I think it's influenced by the external file that controls how fast they recharge, that's something I'm not sure how to get yet, but will work on it.
Mycroft Groks 3 May, 2016 @ 8:21pm 
Mazen. Yes, I mean if they are online or offline. You do have that status, but not on the shield status screen with all the other info. Flux coils up the charge rate by 500% each. Each shield Generator has a different recharge rate. Small ships blocks are 0.1 point per tick and 3 points per tick. For Large ship blocks, the recharge rate is 1 point per tick and 100 points per tick.
Mazen IIXIS  [author] 3 May, 2016 @ 8:15pm 
No problem. Do you mean show whether the flux coils are online and offline? I believe so, I think I may have implemented it, I will check. As for the charge rate status, I will look into that. I have to find a way to get the charge rate of the flux and I will look into that.
Mycroft Groks 3 May, 2016 @ 6:58pm 
@Mazen...Fabulous! This saves so much power on larger arrays. Now you get the added charge rate of the Coils, but not the constant drain. Nice job! Any chance of adding a Flux Coil Status and charge rate status on the main status display?
Mazen IIXIS  [author] 27 Apr, 2016 @ 3:52am 
As for why you should. It's up to you. If you are looking for more control over the shield's display output while having ease of access, this have all of it except for graphic output which I may implement if I get it down on paper.
Mazen IIXIS  [author] 27 Apr, 2016 @ 3:48am 
@ian2359, this script displays the shield strength and also provides a list of options to control how the shield information is output. If you want it to output the percent with precision that you can set, it provides the option for them. You can have it show bars, or the shield in its current and maximum strength in two formats, one with the k and M. You can control each LCD panels individually so that one LCD Panel's value will not spill over onto another. It also provides the ability to control the lights and sound and set their intervals. All controlled via menu system.
ian2359 26 Apr, 2016 @ 9:18pm 
what is this doing, and why should I install it?
Mazen IIXIS  [author] 18 Apr, 2016 @ 1:50am 
@Mycroft_Groks, the shield flux generator have been added to the codes. If you run into any problems, let me know.

@Arty VII Sorry to hear that the script is being problematic. If possible, can you upload the world that the script is having problems with so that I can determine what went wrong and prevent it from happening in the future?
TylissiusR 12 Apr, 2016 @ 4:05pm 
I havent been playing a lot lately, and ive practically given up.
Mazen IIXIS  [author] 11 Apr, 2016 @ 11:55pm 
@Nightfall, was you able to resolve the issue with the script? I haven't heard anything from you so I am not sure if you still need help.
Mazen IIXIS  [author] 8 Apr, 2016 @ 12:15pm 
That's okay. I should be home around 6-6:30 MST so I can help around that time.
TylissiusR 8 Apr, 2016 @ 5:51am 
@Mazen IIXIS I have a lot of mods. Sorry... But at around 6-11 EST I'll be home.
Mazen IIXIS  [author] 7 Apr, 2016 @ 9:39pm 
Ah.... yes I get what you want. I will implement it when I go back over the codes, which will be soon.
Mycroft Groks 7 Apr, 2016 @ 8:04pm 
That's great! This way the generators wont be pulling tons of energy when they are already at max!
Mazen IIXIS  [author] 7 Apr, 2016 @ 7:32pm 
@Daybreak that's understandable. The only time that error will pop up is if the name finder function I made (it's recursive so it's new) went outside the List<Options> bounds, which I thought should have been prevented but apparently there is a scenario I missed completely, it's experimental so there are situations that I have failed to take into account. Or the argument strings wasn't capitalized, which is the EasyAPI itself.

I have two suggestions for you @Daybreak, try downloading the world Shield Demo, and see if it works for you. If it works for you, it may be that the arguments that is to be passed, "Up", "Down", "Left", "Right" wasn't capitalized. If it doesn't work for you, let me know and make your world that you're having problem with open so that I can jump in and see what went wrong.
Mazen IIXIS  [author] 7 Apr, 2016 @ 7:32pm 
@Mycroft_Groks Yes. The coils doesn't affect the shield strength, it only affect how fast they are recharging, that's two different values lol. I can add the flux coils to the menu system, that will affect how fast they will be recharging. But yes, I can do that. Thanks, the menu is the experimental part of the new codes because I'm thinking of moving away from EasyAPI so that I will make something else and not be limited by size and by somebody else's codes.
TylissiusR 7 Apr, 2016 @ 6:25pm 
I was trying to set it up. I'm still strug'ling to set the god-damned system up. Pardon my language. I was in the belly of my ship, the Xerxes, where all the timer blocks are. I wanted to set it up and was trying to do so.
Mycroft Groks 7 Apr, 2016 @ 3:05pm 
@ Mazen. I tested it and the shields do stay up if you just turn off the coils. Would you be willing to add an option to your script that turns off the flux coils when the shield is at full capacity?

I like the rewrite you did with the menu. Alot easy to use.