Steam telepítése
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Fordítási probléma jelentése
GetValue and SetValue are pretty old and were phased out a while ago I think.
For example : A rotor did have something like Rotor.GetValue("Angle") which has been replaced with Rotor.Angle().
As such, there are a LOT of pages documenting this info, for example:
https://bloc97.github.io/SpaceEngineersModAPIDocs/html/c6d63f40-9ae5-baa2-5330-509b9aa669ba.htm
I use Visual Studio linked to the Space Enginers library.
https://github.com/malware-dev/MDK-SE/wiki/Quick-Introduction-to-Space-Engineers-Ingame-Scripts
I use it with VSCode. While you can make cool things, it isn't a lot of fun, as rather than being a game it feels like it is work.
I share that opinion for the most part. You can make code, but then it gets into the game and trying to debug from there is quite annoying and it feels like not worth the effort.
In general, scripting part of the game is rather poorly done. I scripted an IK driven arm before, it is absolutely unenjoyable.
https://www.youtube.com/watch?v=qc1mfKErdEM
When you try to do something more complex like automatic miner swarm controller, you hit problems with lack of debug visualization primitives, inability to draw geometric shapes on screen, editor unable to recognize tabs, and scripts being unable to use modular features of the language. Definitely not fun every time.
Cause for example IMyMotorSuspension (as described in https://github.com/malware-dev/MDK-SE/wiki/Sandbox.ModAPI.Ingame.IMyMotorSuspension) has no setters for Propulsion and Steering overrides.
So I don't know how much data is not presented in this doc, how many possibilities is hidden.
And it is possible to set steering/propulsion override using SetValue, as I did find in someone's code.
And yes, thanks, I use VScode too - light and nice instrument. It is a pity that VIM mode is not very well implemented for windows
For debug I use logs using Echo and Displays.
https://bloc97.github.io/SpaceEngineersModAPIDocs/html/9b66e617-9be8-0f86-6fd3-3c184e5daac2.htm
Thanks for this link!
It's good, but this list shows for example property "Propulsion",
but key for `SetKey()` is "Propulsion override" - not just "Propulsion"
In my experience, things you can move around in GUI are available thorugh scripting interface in mod API index. For example, "Propulsion" property corresponds to "PropulsioN" checkbox (You can see it, for example, here: https://steamcommunity.com/sharedfiles/filedetails/?id=1138675837 ). However, I do not see "propulsion override setting" in GUI.
If it is a hidden property, maybe it got removed?
Honestly, I spent most of the time messing with flying vehicle scripting, and not wheeled vehicles, so I can't really comment that. Maybe you could try tearing apart someone else's script that controls wheels?
And failing that, there are always rotors.
I already found how to steer and change propulsion, and it is why i'm confused:
```
Block.SetValue<float>("Steer override", value);
Block.SetValue<float>("Speed Limit", value);
Block.SetValue<float>("Propulsion override", value);
```
this is not included in the documentation, has no setters in api, but present in ingame GUI (in wheel suspension block menu). don't know how exactly it writen in english locale, but it can be translated as described in keys.
ok, but keys is... ugly! why they includes spaces, why it is not in PascalCase camalCase or other... oh. In this case I can`t foresee what exactly key is used for something other( they is not standardized
https://forum.keenswh.com/threads/request-for-access-to-wheel-propulsion-override-steering-angle-as-a-bonus.7401289/
Seems like an oversight. A very old one on top of that.
https://github.com/malware-dev/MDK-SE/wiki/List-Of-Terminal-Properties-and-Actions#imymotorsuspension
this doc also doesn't contain `Propulsion override` (for example), but it's slightly better than nothing.
It doesn't? Under "Actions" is "Properties" and in there is "Propulsion override float"
Oh, Thanks! I didn't notice "Properties" table. Great!