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Mine is also crashing upon placing the projector (SP open to friends), crashlog says about nulreferences, can produce one if needed.
one question, is there a way to change the max range? With a XML / config file etc. somehow?
.........
@Atomic Dash
C:\Users\...{your username}\AppData\Roaming\SpaceEngineers
I am mildly optimistic, but there may be some issues in multiplayer or in the functioning of voxelview. Let me know if you find any.
Hopefully there will be no big changes from Keen that break my mod again. It's hard to find the time to keep fixing things. It's a pretty big mod so a lot can be broken. Also, every time this happens I have been away from SE just long enough to have to reacquaint myself with the mod, trying to understand how everything works and such. That's pretty time-consuming.
Ich finde den Mod besser als den anderen Holoprojektor.
P.S. Have you ever tried approaching Keen to get this included in the vanilla game?SE needs a radar block, and this seems like a good candidate (though "nobody needs ladders" Rosa might disagree :P )
Due to the official version being broken by the update, I uploaded this version sooner than I wanted to. Some problems may remain. If you find any, let me know.
Remember to turn the detection of other stuff off (grids, asteroids etc.), otherwise you will be detecting maybe 100 items and iterate over them every frame. While that is totally possible, I can't guarantee it will not cause some load, especially if you have several ships running the projector and script.
- The icon size is hardcoded to the current limit. The reason is that if the cubes becomes smaller, the lines disappear. If you set the projection size really small, you will notice that the size of the icons stops getting smaller at some point (maybe at setting 0.4 or 0.5 or such). Setting the icon size smaller than that will not have any effect, because it will reach the games' limit for line segments. If you have a large projection size, then the icon size can go down further.
As for missile detection script - I'm using the Guided missiles mod that add not only missiles but also flare launchers so it would be cool to make a script that would launch them on missile detection.
Secondly, a small request is it possible to make icons on small ships smaller? I'm trying to move the slider all the way down but I don't see any effect and all icons are still huge and all clogged up (I use a very small projection size).
Grid view doesn't seem to be working, but you're probably aware of that =)
And last and very quick auestion - is it possible to make a script that would trigger something if missile is detected in range?
Thanks!
It is possible if your script changes the settings that it will keep doing that, but that would be a scripting problem.
If you have a vanilla savegame with just my mod and you can share it with me (I think you can upload your world to workshop) I can see if i can fix it. It will be a lot easier to explain the problem anyway.
-Run progblock
-TriggerNow on the timer block
Let me check the settings thing, they should save.
perform
Start now
start
Every 1 second
But my screens are still black.
Other worries my setting of the projector holo resets each time.
Also you need to setup a timer block to trigger the programmable block, unless Keen changed something about it so that you no longer need a timer block to loop a script.
If this is the first time you use a script you may need a little more help than that.
Also: It has been a while since I looked at the scripting part of the mod. Keen may have changed some things that make the scripting not work anymore. I'll try it myself as well.