Space Engineers

Space Engineers

LiDAR Mapping Script
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Update: Jan 20, 2018 @ 7:09pm

-- Fixed a bug keeping objects from being added to the map when there were no objects in the list (which meant without manually targeting somethiing, nothing would ever be added)

-- Fixed a bug on first time setup that was throwing a null reference exception.

Update: Jan 16, 2018 @ 2:00pm

-- Found and fixed a bug where, when the main target list was empty, there was no way for new targets to be added to it (new targets were added in a method that is only called when there are existing targets, already). Thanks to @Android and @Teemo for bringing this to my attention.

-- Accidentally left a line of debug code in the last version, which output strings to the Custom Data of the PB. This has been removed.

Thank you all for your patience!

Update: Jan 14, 2018 @ 1:45pm

-- Fixed issue with setting sensor range when using Modded Sensor mode

Update: Jan 14, 2018 @ 12:25pm

--MAJOR rewrite, optimized performance.

--New feature! Auto-missile launch on enemy detection! See commands section for details.

--New feature! Manual target lock! See commands section for details.

--Reworked the launch mechanics to account for atmospheric missiles. If missiles are fired within a gravity well, they will use more thruster power in the initial launch stage so as not to fall to the ground (or back inside the ship if they are housed there)

--The GPS auto-download feature has been tweaked to include the CustomName of the object so it is easier to see in the GPS menu

--Found and fixed bug causing known objects to be removed from the map (raycast-only)

--Optimized the way objects are rescanned so that moving objects have priority (raycast-only)

--The script will now force you to select either Raycast use OR Sensor use. There is no reason to use a modded sensor and cameras. Now you cannot, for performance reasons. In the USER SETTINGS portion of the script, there is a "useModdedSensor" setting - set this to TRUE to use sensors, or FALSE to use cameras / raycasts

Update: Dec 19, 2017 @ 11:33am

--The script will use designated projectors in order to maintain a stock of player-built missiles.
--Missiles can be launched at any non-owned grid displayed on the map
--Added commands for target selection and missile launch
--The known locations display has been updated so that opening the LCD editor will auto-download GPS points to your GPS menu.
--All settings can be customized in the top portion of the script - name your blocks / groups whatever you like!

Update: Dec 3, 2017 @ 12:34am

--The last update didn't work as well as hoped, so I tweaked it a bit more. See Setup for details.
--Found and fixed a bug that occurs when using 3D mode with targets at the edge of the scan range.

Update: Dec 2, 2017 @ 11:25am

--Reworked how the script locates the ship controller in the event there are multiple controllers with differing orientation.

Update: Nov 28, 2017 @ 10:54pm

-- Fixed a potential bug for resetting the camera configuration.
-- Added setup details to the console window for initial installation config.

Update: Nov 28, 2017 @ 8:17pm

-- Reworked the Custom Data output to make everything fit better.

Update: Nov 28, 2017 @ 7:47pm

-- Fixed a bug in first-time camera setup, thanks to @lostsoul3471 for bringing it to my attention. Initial setup should no longer throw an error.
-- Found and fixed another bug in the load storage configuration that was keeping known locations from being scanned and added back to the map after recompile/reload.
-- Updated the CustomData to include all the added commands (apologies, slipped my mind last update)