Space Engineers

Space Engineers

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Der Self Destruct Countdown V1
   
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Jun 24, 2022 @ 4:15pm
Jun 25, 2022 @ 9:33am
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Der Self Destruct Countdown V1

Description
#################################
Self Destruct Countdown V1.2
by derDere
last update 25.Jun.2022
#################################

Block Setup:
==========
Just folow this steps:

1. Build a programmable block.
3. Enter Script into programmable block.
4. Check Code
5. Press OK

Start Countdown:
================
Enter a TimeSpan into the Blocks Argument
The Timespan Format must be:
d.hh:mm:ss.fff

d = days (optional)
hh = hours (0-23)
mm = minutes (0-59)
ss = seconds (0-59)
fff = milliseconds (0-999) (optional)

If you dont want to use days or milliseconds you can also remove the point next to them.
Valid formats would be:

0:0:10 (10 Seconds)
1.0:0:0 (1 Day aka 24 hours)
1.2:30:40.500 (1 day 2 hours 30 minutes 40 seconds and 500 milliseconds)

!!!!! ATTENTION !!!!! !!!!! ATTENTION !!!!! !!!!! ATTENTION !!!!!
This script is meant to run and detonate your Ship! It will reconfigure every block it will use.
If you want to test it backup your grid befor that, because it will mess with your lcd and light configuration!

##########################
Update Notes:

1.2) Added advanced configuration options. You can now choose images as animation and change color positions and sizes of almost everything.

##########################
May would also interest you:
- https://steamcommunity.com/sharedfiles/filedetails/?id=2825821064
7 Comments
KittenPixel Jul 14, 2023 @ 11:43am 
Make a setting where if it hasn't passed a certain amount of time lets say default 5 minutes you can override the detenation and every sound block has a saved state for this and lights and if you put "Override" in the arg and run if it has a self destruct running it will stop it the way you will save the state idk.
datelesspiano Aug 5, 2022 @ 11:58am 
It's been a while since I've had time for SE but I still wanted to do some more thorough testing in case it could be helpful. I spent quite a while experimenting to see what error codes I could get, both with my large grid, and a few large grid ships from the Workshop. I couldn't get it to complete a countdown on mine at all, even with all other scripts removed, and the Workshop ships were hit and miss, with some working perfectly and others throwing the same code after a few seconds. This was the only output I could get from the Program Block, it's pretty vague but I hope it helps.

"Script execution terminated, script is too complex. Please edit and rebuild script."
datelesspiano Jul 10, 2022 @ 8:24am 
Thanks. At a second look I realized that it's far more customizable than I thought at 1st glance. I had just installed it and tried it for the 1st time and thought it was so cool that I had to give my initial thoughts on it. In hind sight I probably should've spent a few more minutes looking over the configuration notes in the editor before I suggested features that you've already implemented. Targeting specific groups should do just what I asked for. The Reset argument doesn't seem to work for me but I can just turn off the program block to stop the timer if I need to. Saving block info like lights, LCDs, and sound blocks would be a cool addition but really it's perfectly reasonable for the self destruct sequence to be irreversible. Either way I think it's pretty cool.
derDere  [author] Jul 7, 2022 @ 5:32am 
@datelesspiano, if you want to exclude certain blocks you can group those that should be affected and instead of YES or NO just put in the group name in the settings and then the script should just use the blocks inside the group. (Thats already written inside the settings part of the script ;D)
derDere  [author] Jul 7, 2022 @ 5:32am 
@datelesspiano, if you want to cancel the countdown you will have to reset all your blocks manualy. otherwise the script would have to save all settings for all lcds. I may implement that in the future but depending on the grid size that could also cause issues. BUT I will soon create a script that will auto config your ship depending on your wishes. that could be used to reset all lcds. but as I said for now a timerblock that resets each block has to to. you can stop the script by calling the block with the argument "reset" but thats just a testing thing I decided to leave in. you could combine those methods to cancel the countdown. for now the script is meant to "finish" its jop and leave no ship behind.
derDere  [author] Jul 7, 2022 @ 5:32am 
@datelesspiano, running a lot of scripts does cause issues. Look at the commandblock output if you see an error. and if so that could help me improve stuff. If there is no error its likely just to many scripts. every script is a pice of untested code that can affect basically the whole game performance.
datelesspiano Jul 6, 2022 @ 6:42pm 
I can't seem to get the countdown to complete. It freezes after a few seconds. I'm running a lot of other scripts on my ship so I'm not sure if that could be interfering with it or not but I just started testing it. That said, this is a really awesome idea. The way it turns all the blocks on the grid into an alarm and every LCD into a countdown timer is really cool. It would be nice to have a way to cancel the self destruct sequence and return all the effected blocks back to their original settings, and a way to exclude specific blocks from being effected at all (like certain lights, LCDs, and program blocks). Sort of like how u just add the word "Exclude" to the name of specific doors to keep Whip's Auto Doors and Airlocks script from effecting them. This is really cool tho, I hope u keep developing it.