Space Engineers

Space Engineers

DeadManSwitch-Script
 This topic has been pinned, so it's probably important
hapm  [developer] 7 Oct, 2015 @ 11:59am
Feature Suggestions/Ideas
If you have any suggestions or ideas for this script, feel free to add them here for discussion. I will use this discussion to group accepted ideas. If you like them, vote for them and I'll try to add them to the next version.
Last edited by hapm; 7 Oct, 2015 @ 12:08pm
< >
Showing 1-4 of 4 comments
hapm  [developer] 7 Oct, 2015 @ 12:07pm 
Auto-Disable Feature
It should be possible to configre the script to disable, or at least reduce the checks automatically if there is no one controlling the ship and the ship doesn't move. This is an enhancement to minimize the perfomance hit on the game, when using this script on multible ships or on a server.
Devlah 16 Oct, 2015 @ 11:40am 
It would also be very helpful if the script could be used to trigger other blocks in response, in addition to, or as an alternative to simply stopping. For example:

Ship/Drone is no longer controlled by player. Ship enables dampeners and triggers a named timer block. In this scenario, an un-manned probe leaves remote control range, triggering the script. The script has been set to trigger an additional timer block named "Failsafe" in response. The Failsafe timer activates the remote control auto-pilot which has a pre-set GPS location to return to a location within Radio or Laser Antenna range.
hapm  [developer] 17 Oct, 2015 @ 5:57pm 
Originally posted by Devlah:
It would also be very helpful if the script could be used to trigger other blocks in response, in addition to, or as an alternative to simply stopping.

Calling a timer block instead of stopping the ship should indeed be a simple feature to add. Perhaps I will reduce the functionality of the script to simply call a second timer block that can be set to do what ever you want, and publish the result as a new "ShipOutOfControl"-script. Thanks for this great idea.
lurts 30 Oct, 2017 @ 6:02am 
Would be great to have it set all the beacons to a configurable name and max range
Like when ship gets "lost"

Set Beacons name to "Lost ship"
Set beacons range to max

You could make it that the script just puts the string in front of the name or in a specified area...
< >
Showing 1-4 of 4 comments
Per page: 1530 50