Space Engineers

Space Engineers

LiDAR Mapping Script
Showing 11-20 of 103 entries
< 1  2  3  4 ... 11 >
Update: Aug 28, 2020 @ 12:36pm

  • Fixed issue with objects having a relationship of "Friends" shown as "Unowned" or missing

Update: Jul 2, 2020 @ 7:13am

  • Cameras will now shift their center point by a tenth of the angle step after completing a full scan revolution, allowing them to scan more points

Update: Jun 13, 2020 @ 11:50am

  • Updated multi-surface config to allow simultaneous use of other scripts
  • Added workaround for sprite issues in MP

Update: Jun 3, 2020 @ 11:15am

  • Fixed methods related to creating and parsing vector strings due to changes by Keen

Update: May 24, 2020 @ 10:45am

  • Added a check to keep users from turning Detect Asteroid on for modded sensors
  • Fixed corner LCD displays now that Keen has adjusted their surface area settings
  • Adjusted corner LCD text size so it shows more lines when in Info mode
  • Fixed Info overlap on console screens

Update: Mar 9, 2020 @ 3:30pm

  • Added a setting to configure the number of missiles to fire at each target when the script is in auto-launch mode
  • Updated the Target Display Settings to include more categories: All, Friendly, Neutral, Neutral/Enemy, and Enemy
  • Fixed a bug with the Enable Relay setting where it was still sending out messages if turned off

Update: Feb 29, 2020 @ 2:00pm

  • Fixed issue where the script wasn't accounting for multiple distance-based timers in the same direction

Update: Feb 27, 2020 @ 12:52pm

  • Added a setting to allow configuration of which types of entities are detected by the script. See "Valid Detection Types" section of Custom Data for details.
  • Reworked the timer settings so that the OUT timer will fire if an object comes inside the IN range and then is destroyed / removed
  • Fixed a bug in the timer settings where script wasn't getting the correct entity
  • Had to remove the config instructions from the Custom Data output in order to fit this update in the char limit

Update: Jan 29, 2020 @ 5:43pm

  • Added a setting to allow configuration of target types for turrets and missiles to auto-fire against (Character, Small Grid, and Large Grid). See the "Targeting" section in the Custom Data of the PB for details
  • Missiles will no longer auto-fire on character types, even if they are included in the above setting
  • If turrets are allowed to fire on character types, they will stop if the script detects that the character has stopped moving (likely dead). This should keep the turret from exhausting ammo until the model is removed.
  • Optimized the check for thruster ratios when using the missile system

Update: Jan 15, 2020 @ 8:54am

  • Fixed a bug in checking for ray collisions against own grid - now accounts for all blocks, not just terminal blocks[/lis