Space Engineers

Space Engineers

Warship Manager
17 Comments
DomDiaemus 4 Sep, 2021 @ 10:46am 
"assembly not found, please compile the script"... that is soon after recompile ... also check the script list a few errors so I suppose this script is no longer working? Thanks
SevenofThr4wn 18 Jan, 2021 @ 9:39pm 
I love this
ZerothAngel  [author] 4 Feb, 2018 @ 9:37am 
If you didn't set up any groups for it, it should ignore hangar doors already.

Otherwise you can tag the doors with "[Excluded]"

Or you can create a group around the doors you only care about.

See the auto-door-closer docs on my Ship Manager script .
[DUFF] gogeto 4 Feb, 2018 @ 9:04am 
i need your help pls!
can i use auto-door-closer only for doors except the big hangar-door?
ZerothAngel  [author] 4 Oct, 2017 @ 11:11am 
Still makes no sense to me, but ok.
ZerothAngel  [author] 4 Oct, 2017 @ 9:18am 
What, exactly, are you saying?
ZerothAngel  [author] 27 Feb, 2017 @ 7:28am 
I haven't checked the game lately, but that means you're probably using the development version of the game.

I'm not going to bother updating the workshop version of the script until those changes hit stable, but here are dev versions of my script that were good as of a few weeks ago:

https://tyrannyofheaven.org/ZerothAngel/development-se-scripts.html
hellhound 26 Feb, 2017 @ 6:57pm 
what does
cannot convert from 'VRageMath.Vector3D' to 'VRageMath.Vector3I'
mean? cause i got that error when attempting to compile this script
TheKingBEE 22 Sep, 2016 @ 6:19am 
Ignore me and keep up the good work, I've mixed your script up with another i use. Yours works great.
ZerothAngel  [author] 21 Sep, 2016 @ 8:46pm 
Wait... what changed recently? I know they added being able to read planet stuff (center, altitude). Was there anything else?
TheKingBEE 21 Sep, 2016 @ 7:31pm 
I love your script, will you be updating it to the new API? Thank you for your work either way.
ZerothAngel  [author] 18 Jun, 2016 @ 1:54am 
I guess I'll eventually add flags to enable/disable features like my Ship Manager script, but for now, look for this line:

oxygenManager.Init(commons, eventDriver);

And delete it or comment it out.
FPC 17 Jun, 2016 @ 11:49pm 
How do I disable the o2 feature? Disrupting nanites
FPC 3 Jun, 2016 @ 11:09am 
This has become one of my favorite scripts. So useful in so many ways. The only thing I had difficulty with was complex airlocks.
FPC 25 May, 2016 @ 7:48pm 
The inventory movement ability is just what I needed to move stone into my 3d printed torps. Will try tomorrow. Thanks!
ZerothAngel  [author] 13 Apr, 2016 @ 9:57am 
The problem with controlling multiple ships is communication between them. There's a trick you can do, but it requires the ships to be connected or merged at some point. And then you have connect/merge them again every time the world reloads.

But someone is working on a fleet-command type script, see this reddit post [redd.it].
venator2070 13 Apr, 2016 @ 9:23am 
Very nice script especially that redundance thingie;) . Also a question for you as scripter: is ther a way to synchronize ship movement? like cooamnding a fleet you control one ship and teh others coppy your exact movement (rolling your ship rolls plain or cluster of ship) or to synchronize thruster/ gyro control (you roll and everybody else rolls (plain or cluster doesn't move) you thrust sideways and whole fleet thrusts sideways) or the last option roll is coppied without using thrusters but changeing cours will rotate the whole plain / cluster that much degrees. Keep up the good work;)