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报告翻译问题









You can use "if Attached ..." but this will use datailed info field which dissapear when detached and cause exception in script.
I workaround that by using eventcontroller at first. Then I changed script by self (For science!) and add for datiled info options without value simply True/False and exception catch but I do not remember if that was working or not
I'm trying to set up a button to Attach/Detach rotor heads for portable batteries on our Role Play server.
The Debug Lcd is showing the action of the rotor using the simple Show actions script. It clearly list Attach and Detach Yet I cant seem to get a script to work.
Recharge Battery Rotor{
If Attach of Way Station - Battery Charge Point 1 = True
{
Detach Way Station - Battery Charge Point 1
}
Else If Attach of Way Station - Battery Charge Point 1 = False
{
Attach Way Station - Battery Charge Point 1
}
}
I've tried in the script On/Off 0/1 True/False. I cant think of anything else or have I missed something totally lol
You are correct, Space engineers does not handle merging and unmerging of grids that have a running scrip on them very well. if you need it to continue to move along by crawling along, you could use landing pads to lock it in place, or docking connectors, or one of my favorites is getting 2 piston heads to lock into 2 piston bases... but these have their own little issues and caveats with the physics system. Sensors can also be of great help if you have two separate grids with separate scripts running to make sure everything is in the correct position. What you are attempting is something I did in an automated ship building factory a long time ago but that build is now defunct because Keen changed something fundamental about how sensors sense grids that they are a part of.
I have a question: I use this to automate an endless miner which works by building its own guide rail with connector and merge block and a mobile plattform that moves along this guide rail. The mobile plattform is always connected with at least one merge block and one connector to the guide rail, but through which connection will change during the working cycle.
A recently discovered problem is that the script cannot find a certain piston (I gives me the error that it cannot find it) just after one merger and one connector are disconnected. If I just recompile the script and run everything again, it works without trouble. My suspicion is that this could be due to how SE handels the subgrids, as their link to the main grid changes. Do you think that could be true? Are there ways around it? And was my description even understandable?
Cheers, Tom
and even if it did trigger, the next check would throw an error if the block being referred to was not a cockpit block.
I am confused. The "if" statement you are referring to is a gate that is checking if the property being referred to is a cockpit property. this would not trigger on any Projector properties that I know of.
else if(property.Length > 1 && (locationAndMovement.Contains(property.ToLower()) ||
locationAndMovement.Contains(property.Substring(0,property.Length - 2))))
{
else if(false && locationAndMovement.Contains(property.ToLower()) ||
false && locationAndMovement.Contains(property.Substring(0,property.Length - 2)))
{
^ This throws an index out of range error if the property is just 1 letter long (like in the Projector Y values!)
Editing it fixed the bug
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/694296356/591773365282308220/?tscn=1749219135
You're welcome :)