Space Engineers

Space Engineers

Timer Driver
29 Comments
p3st|cIdE  [author] 20 Jul, 2019 @ 9:27pm 
I think it's possible because I know the script has access to the status variable involved. But I don't know if I actually will. It seems simple enough.
epflederer 20 Jul, 2019 @ 9:20pm 
Do you think you can add a way for timers to be triggered when dampeners are turned on and off?
epflederer 24 Mar, 2018 @ 4:10pm 
just a thought. it would make switching weapons or tools as easy as hitting a different mouse button
p3st|cIdE  [author] 24 Mar, 2018 @ 3:48pm 
Honestly, I'm not sure. Probably, somewhere in the mod api, there may be a way...
epflederer 24 Mar, 2018 @ 11:33am 
Is it possible to add mouse left and right click to this?
epflederer 22 Mar, 2018 @ 12:24pm 
The hammer rocket and finch missile are not required to use the jet, they are only for rearming the plane if need be.
p3st|cIdE  [author] 22 Mar, 2018 @ 9:47am 
I need to round up the rest of the mods before I can try your jet, missing some weapons still. If you ever want to try hooking up analog controls, my Full Control script might work too. Timer Driver is unfortunately like driving with a D-pad.
epflederer 22 Mar, 2018 @ 8:56am 
Did you check out my Jet? I've already got a prototype plane working for my spAce Combat NPC dogfighting mod working, im just ironing out a few kinks with the drone core instructions. thanks again for the great script.
p3st|cIdE  [author] 21 Mar, 2018 @ 4:35pm 
That's cool!
epflederer 19 Mar, 2018 @ 11:25am 
If anyone is looking into what kind of things can be built with this, look into the Basilisk atmospheric fighter jet. I made it using this script, and it works very well. I hope you try it out.
p3st|cIdE  [author] 30 Nov, 2017 @ 10:51am 
It's really simple compared to my other scripts, so it might just work. Try it, let me know if you have problems.
JoeTheAntiPro 30 Nov, 2017 @ 9:36am 
i was thinking of using it in a submission for the latest building contest hosted by keen.
p3st|cIdE  [author] 30 Nov, 2017 @ 9:17am 
Honestly I have no idea.
p3st|cIdE  [author] 30 Nov, 2017 @ 9:16am 
There's a good chance the answer is "no". I can probably get it working if you need it.
JoeTheAntiPro 30 Nov, 2017 @ 8:18am 
does this still work?
Queen Bee 21 Oct, 2017 @ 11:28am 
ok thx
p3st|cIdE  [author] 21 Oct, 2017 @ 11:25am 
it just reads controls and dispatches to timer blocks
Queen Bee 21 Oct, 2017 @ 11:12am 
so does it read controls or movement?
p3st|cIdE  [author] 19 May, 2017 @ 6:58am 
tyvm!
Honkomotive 18 May, 2017 @ 11:12pm 
awesome script i looked for a long time for such a thing, great work :D
p3st|cIdE  [author] 26 Jan, 2017 @ 8:25pm 
chuckle
Spanker 26 Jan, 2017 @ 2:23pm 
<sweat> ima try this , and ima have a climax as usual i beleive
p3st|cIdE  [author] 17 Jan, 2017 @ 9:01pm 
This may not be the *best* way to control something, but it just might be the only way, in certain situations.
p3st|cIdE  [author] 17 Jan, 2017 @ 9:01pm 
good to hear! :steamhappy:
nubeees 17 Jan, 2017 @ 8:50pm 
After some experimentation, rotation controls are (predictably) pretty difficult to use, but hey, they work!
p3st|cIdE  [author] 17 Jan, 2017 @ 8:32pm 
I think so!
JoeTheAntiPro 17 Jan, 2017 @ 8:32pm 
think this could be used on a walker?
nubeees 16 Jan, 2017 @ 8:52pm 
Ok, now THAT is cool!
rotor-based RCS thrusters to replace gyros purely for shits and giggles, here I come!
p3st|cIdE  [author] 15 Jan, 2017 @ 8:18pm 
Just realized I coded a bug into it; when it goes to trigger MoveX (for when it detects the strafe axis was changed) it will find MoveX-, MoveX+, and MoveX= too, and trigger the first one in the resulting list. That's error prone and bad, and may be causing some quirkiness in my test rig. I may need to change the one for "it changed" to a different postfix character such as MoveX!