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报告翻译问题






any ideas?
public void Main(string argument)
{
if(argument != "")
there was a space missing between argument and !
No biggie, it might have been an import issue.
Just wanted to post in case anyone else was having the same issue.
I love this script btw, hopefully future updates allow it to stay around.
Thanks again!
destination = gate.GetValue<string>("Phoenix.Stargate.Destination");
I had to change this in order to get it to work.
destination = gate.GetValue<StringBuilder>("Phoenix.Stargate.Destination").ToString();
Could be a .netFramework version issue, but I thought I would post it here instead of uploading my own "fix" when its just one like I corrected.
I'm not what you mean by dialing animation. If you mean the ring on the gate itself, the ring does mostly spin to the correct glyph location entered in the DHD. It's a little difficult since the glyphs aren't evenly spaced on all the gates. It does try to though.
For the LCD, no, there are no glyph support on LCDs yet. I'd like to add that in the future when I update the code for LCD sprites.
@Phoenix Does the LCD script in your mod also change screens of terminal blocks? Because if it doesn't I'll stick with my system as filtering LCD screens out wouldn't be worth the effort. Also you might want to point that out on your mod page, or have I missed that. As far as I know it's only mentioned on the Wormhole Portal mod's page.
Tagging also works, but it uses the block name. If you add "Stargate" (not case sensitive) to the block name, it'll also be triggered even if not in a group. Allowing CustomData is planned in the future.
LCDs triggered by the gate automatically show the same images you do it seems (the predefined ones that come with the mod). So you don't need that part in your script. :-)
Regarding PB: It's supposed to be triggered at the same time as all the other blocks, however the method used to trigger it in ModAPI is broken. The workaround would be to trigger a Timer, timer calls PB, PB then reads gate state. You could also remove the timer part from your script as well if you choose.
If you'd like an example of how all that block grouping/automatic activation work, let me know.
It's unfortunate this script is needed at all.
The gates used to trigger the PB automatically, but something broke in the game and that function no longer works in mods.
I may yet be able to fix it, but I haven't had time to really dig into it.
I hope once again that the gate can just trigger PBs automatically on gate state changes.
For the record, it does still trigger timers, PB, and LCD (for supplied images only) automatically. So there's a little automation you can do without a script.