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I asked around 5 months ago on the TCES page and you gave me those incredible gifs!
{LINK REMOVED}https://imgur.com/lCpU33f
{LINK REMOVED}https://imgur.com/Eq1dN3l
{LINK REMOVED}https://imgur.com/whKsLK2
But take your time i don't want to rush you! You make incredible scripts but don't sacrifice your health for them
WHEES: Whip's Highly Easy Elevator Script
It allows you to easily make elevators. for more info on how it works, I put a comment Here, in my script discussion
Whip, would you consider looking at it?
It is here , if you want the story as to it's development, read the free-style poem!
@HiddenMosquito
Indeed
Yep. I've stopped having fun coding after forcing myself to finish WHAM/LAMP, so I'm taking it a bit slow so I don't burn out entirely.
No. There is no trivial way to do that. I am working on a script specifically for that.
Thanks,
~Blu
Thanks!
https://steamcommunity.com/sharedfiles/filedetails/?id=1173546183 This script seems like what I would have wanted but apparently it's broken.
I dream for a drone script that causes drones to orient fixed weapons at a target and start shooting along the same axis. Bonus points if the script has an option to give chase up to a point.
If this sounds like something you could do, since I can't heckin' script to save my life, I'll make it worth your time and straight up commission you to make such a script if you're not interested in building it otherwise.
If not, it's cool. I can dream.
Put the program on your ship then use arguments: on, off, or toggle
Their function should be apparent :P
@midaknight:
I write hundreds of little codes that aren't fully polished that I never get around to releasing (like that retro braking script lol)
I have a repository of some ot them here: https://github.com/Whiplash141/SpaceEngineersScripts/tree/master/Public
Keen has a discord that has an ingame programming channel. It is much easier for me/others to help you there.
https://discord.gg/keenswh
:)
public Program()
{
Runtime.UpdateFrequency = UpdateFrequency.Update10;
}
void Main()
{
var Cockpit = GridTerminalSystem.GetBlockWithName("Cockpit") as IMyShipController;
if(Cockpit.IsUnderControl)
{
List<IMyTerminalBlock> ThrustersList = new List<IMyTerminalBlock>();
GridTerminalSystem.GetBlocksOfType<IMyThrust>(ThrustersList);
foreach(var Thruster in ThrustersList)
{
var A = Thruster.GetProperty("MaxEffectiveThrust");
float B = Convert.ToSingle(A);
Thruster.SetValue("Override", (B));
}
}
}
I need it to get the max effective thrust of each thruster and apply it to override, but it just sets to zero. I dont know what im doing wrong
string someString = Vector2Gps(someVector, "some name");
That's just a matter of string formatting:
string Vector2Gps(Vector3D vector, string name)
{
return $"GPS:{name}:{vector.X}:{vector.Y}:{vector.Z}:";
}
I'm pretty sure that's the format, but I'm on mobile so I can't check
I would have an Suggestion/Request of an Script, if it is possible to you and you can afford the Time. ;)
What i am looking for, is an Script, that either takes an configured amount of Speed and tries to achive that (quite similar like your Speedmatcher, but with an predetermined Speed), or triggers timers based on to high or to low speed... (so you could put respective thrusters or other things here to accelerate/brake)
I came to that Idead, as i design an orbital satellite on the verge of Gravity, that handles precise drops very well, but the pod that goes from planet to satellite is either to slow, or to fast based on weight if i use override thrusters... (either crashes fullspeed into the docking ring, or drops/doesnt even lift off)
Would be nice, if you could think about doing something along those lines, as i could see a few uses :)
I do have a quick question about your gravity alignment script if it's not to much trouble. I would like to know if the Alignment Angle could be changed easily? I want to make a ship capable of drilling/ flying at a set pitch angle for making tunnels or roads at a set gradient.
Anyway Cheers mate, Glad your out there making Space engineers even better.
The "variable airlock" is, if I say so myself, a good idea!
should go in their own collection! (An archive collection) (That is in this collection) So, it's there as an archive!
Also, 100th comment!
Okay, so, why does a carrier need Skid Steering?
Literally every single one of those things solve multiple things I'm working on right now. Making a detailed F/A-18 (homing missile system) with accompanying Aircraft Carrier (tank skid steering) and refueling plane (gravity alignment). Already implementing your turret based radar and seeing how i can implement your missile system.
Ok, can’t wait to see what the Retro-Thrust does! (WIll look at that item...)
Though, I must ask, what do you dislike about the grav-drives? Is it the realisim (Lack of)?
Also, you might want to consider the static merge idea (Less realistic, but it involves clang...)
Well, have a nice day
Also, you might want to move those “obsolete” scripts into a new collection (Archive?), so that we can use the “Subscribe to all,” and it makes it look cleaner! Then, you can connect the collections together, by adding the “archive” one to here! Just another suggestiong though!
Retro-thrust is for automated braking like in my Paperboy FAC
Also, awsome scripts!
And, what will the Retro-Thrust script do?
Upcoming: My own exploit free homing missile system, [REDACTED], Retro thrust braking script, gravity alignment, tank skid steering, and various updates to my existing scripts :)
Like a death ray script? (Um... I don't know how that works...)
Or, your own grav drive manager!
Or, you ever seen the Static Merge Drive engines? Maybe make your own script for making those, as well as a guide on it! As well as this one
Just ideas though!