Space Engineers

Space Engineers

Turret Alarm v2
 This topic has been pinned, so it's probably important
Foltast  [developer] 11 Dec, 2020 @ 5:50am
Troubleshooting
Describe all the problems associated with using the script.

You must specify the following:
1) Using Vanilla version or WeaponCore
2) Events preceding before the problem occurred
3) Error text from the Programmable Block (can be a screenshot)
Last edited by Foltast; 23 Dec, 2020 @ 3:30am
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Showing 1-15 of 24 comments
Xaker_Two 10 Jan, 2021 @ 2:37pm 
not optimized, improve your codepls
Official Zealiux 11 Jan, 2021 @ 3:27am 
yeah It broke again
Official Zealiux 11 Jan, 2021 @ 3:27am 
it turnes on when starting the world and then stays on
Official Zealiux 11 Jan, 2021 @ 3:31am 
so I'll have to turn the timers of untill it's fixed
Foltast  [developer] 11 Jan, 2021 @ 11:43am 
I’ll check it
Official Zealiux 11 Jan, 2021 @ 11:52am 
idk why it does it
Foltast  [developer] 11 Jan, 2021 @ 1:17pm 
This problem directly depends on the initialization of the API, I am currently working on a solution. The fix will be released along with a major update soon
Official Zealiux 12 Jan, 2021 @ 1:45am 
ok great thx hope it works
Vilk 16 Jun, 2021 @ 8:12am 
Is it possible to get an update with the changes to weaponcore? I've noticed recently the script doesn't seem to recognise targets any longer.
Foltast  [developer] 16 Jun, 2021 @ 9:48am 
I'll check and try to fix it
Are there any error messages in the program block?
Foltast  [developer] 16 Jun, 2021 @ 9:53am 
And if you can, please provide to me your turret mod which caused that problem
Vilk 17 Jun, 2021 @ 2:40am 
No error message is displayed, however seems to get either stuck in waiting for targets or unable to acquire the targets. Test both on server and in creative using the mods from Sigma Draconis. The weapons mod pack is Sigma Draconis Rooty Tooty Point-and-Shooty McShootface 2 - Draconis Combined Cannons Weaponcore Boogaloo
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2323902217
Any help would be amazing, thanks
Foltast  [developer] 18 Jun, 2021 @ 10:56am 
I checked the use of this script together with the mod mentioned above. In a single game (friends only session), both the mod and the script work properly, while on the server (WeaponCore + your mod), the turrets does not see the enemy (which is why the script does not see it either). Just in case, I checked the use of the script together with vanilla turrets replacement, everything works there both on the server and in a single game. I suspect that the problem lies in the mod itself (and based on the latest comments, the problem with the mod occurs not only for me). P.S. I accidentally released the version of a script with tag search enabled by default, and now I have fixed it.
Vilk 18 Jun, 2021 @ 7:48pm 
Thank you Foltast. Glad to know where the issue lies, and that its not just me with the issue. And after talking to other creators, it seems to be a weaponcore issue. Really appreciate the help and all the work you put into this and your other workshop submissions.
Nimkaru 17 Nov, 2021 @ 7:56am 
Hello Foltast,
i've an issue with your script on a multiplayer server. I've limited the weapon core turrets to just one for the turret alarm (250mm Railgun with 5km range from Northwind). However, the script still sometimes (and this reliable) into script too complex issue. Are there any possibilities to make this script less complex or do you have any hints how to solve this issue?
The script triggers the timerblocks, which should turn on jumpinhibitors and the torpedo launcher from Mexpex and turn them off again after fight. It works, however only if the the script would not hang because of the script too complex thingy. Thanks for your help in advance.
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