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At least we find out that it works with simple commands, maybe sometimes it can be useful.
I think what's going on with the timer is as you said, the timer runs each slot at a time, but because it's so fast we can't notice. In reality the script is run 3 separate times, there's no multitasking involved, although it looks like there is. I guess it as to do with the game mechanics and not with the script itself.
I made a new platform to replicate and see if I made anything wrong and it worked again so I think you can implement this as a way of multitasking your script.
Keep up the god work, I can't wait for the V2.0 and to use the "else if" statements :-D
Thank you Rich, I'll be adding this to the Guide for V2.0.
Code blocks:
@Spot01{
OnOff Spotlight01
}
@Spot02{
OnOff Spotlight02
}
@Spot03{
OnOff Spotlight03
}
Arguments inside the actions timer,
LCD Display(Spot01)
LCD Display(Spot02)
LCD Display(Spot03)
Later I wil check if theres anything wrong with my coding and let you know.
Not really. Wonderful, wonderful job!
it's the thing i've searched for - thank u for that :)
i've saw u are working on a new version.
Would it be possible to control thinks which are connectet via antennas?
Would be cool if u can check for a Grid-Name if they are connected with antennas, connectors or mergeblocks.
Would be also cool then to check if a special named grid is connected to a special connector for example :)
greez
i wonder though.....larger ships.
would the legs crumple under their own weight. :(
I like the thought of having one massive towering legged castle slowly moving over the land.
right now im using timer blocks on trigger now to switch on-off different sets of rotors.
Im looking forward to make Vtols using thrusters on rotors, and with this i could trigger a de-physic when it reaches the desired location, can replace anything to hold complex mechanisms.
Im using something like this example
@walk{
Velocity of hinge01 = 10
UpperLimit of hinge01 = 75
Velocity of hinge02 = 0
UpperLimit of hinge02 = 60
Velocity of hinge03 = -10
UpperLimit of hinge03 = -45
}
then in the control bar I add the program block run with this argument
LCDX(@Walk) also tried with LCSX(Walk)
dont know if that matters...
and then they not move, or just one part move, or sometimes I just click spam and they move a little
all blocks owned by me, tested moving them manually and they work ok. They also work ok if I only tell the program to move one part, but it doesnt work with all together
Thanks a lot !
Thinking over posibilities, if this Script can work as a node between scripts and blocks, maybe we are looking at the next AI in SE.
Cheers Coren! Great Great Job!!!
With the new update come new properties for piston and rotor (Force weld), if you can add thoses properties in your new version, it will be fantastic! Thanks again!
Color Rotation: http://pastebin.com/pG0huVTC
Gravity Crane: http://pastebin.com/zS0T9uTY
Elevator: http://pastebin.com/x07AuEdP
Delay Example: http://pastebin.com/31e2MbjY
Centirover: http://pastebin.com/CKgEU3Qc
This means I would have to go through renaming things that I grouped, like my hangar doors, just to get it to work with this script. While I do name a lot of things (such as lights), I don't name everything, and this just leaves me not wanting to use this script whenever I have a group involved in what I'm trying to use it for. Which is a shame, because this script looks like a great all-in-one automation script, allowing compact, precise functions, without many timer blocks, or additional programming blocks.
One of my pet peeves is video walkthroughs. I usually just want to find out how to get past the part I'm stuck, not watch someone play the game for half an hour, when a written guide has me going in under 5 minutes.
"Caught exception during execution of script:Length cannot be less than zero
Parameter name: length"
This is the code block I'm trying to run
@Test{
OnOff TestLight
}
I'm not sure what I've screwed up lol
Ich wollte etwas mit den Rotor machen doch selbst in der Test Welt gehen die Skripte nicht richtig, es kommt immer der Fehler (Current angles dose not exist in this context)