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* Updated items to match recent changes in the game (item list updated in the guide - Inventory command)
* Items that changed name can now have 2 short names to ensure compatibility with old blueprints (translators be careful if you are just replacing item list as it now has one more argument)
* eg: old "Inventory * +200mmmissile" and new "Inventory * +rockets" will both work
So item names should now match what you see in game after last update. I wanted to add more features but unfortunately this is all I have strength for right now. If you still find some block/item that doesn't match what is in game please let me know and I will try to fix it.
And as always.. Enjoy!
But I cant have the parking pistons and mag lock show up on screen telling me the piston is extended or not or if the parking mag is locked? there must be a way, because i have the rotor locks from gromit showing up fine.
[quote]
Script now only updates LCDs which are part of the same grid
This means that LCDs which are connected using connectors, pistons or rotors will not be updated to prevent conflicts between docked ships. This does not apply when ships are connected using merge block because in that case they behave like single ship in game.
[/quote]
try as i might i cant get it to display. and i try to use this and the previous example to try and get it to work. but in reality i feel like a chimp banging a rock against a wall in frustration. some things i can do, coding is NOT one of them. though it doesnt seem to stop me in my tracks lol
PropBool {Rotor TEST} {RotorLock} {Rotor TEST locked} {Yes} {No}
propbool = check the T/F or off/on of a thing(check the boolian switch)
the first {} = the part you are checking
the second {} = the off/on state of that part(like locked on/off or powered on/off)
the thirrd {} = the state of that piece to check
the 4th and 5th {} = what to output to the screen to say the part is doing X
so we could change the given line to something like this:(i think)
PropBool {Parking_Piston} {Locked --im not sure here on exact phrasing} {Parking_Piston locked} {hell yeah we are locked on} {ooooh crap its not locked}
im by no means a programmer, so this sorta thing is over my head
PropBool {Rotor TEST} {RotorLock} {Rotor TEST locked} {Yes} {No}
This works also with hinges, as the property, RotorLock, is the same. Hope this helps