安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






LG work as intended
So in basic to trigger a block when it detects and when it cant detect anymore
I have a red alart script on the programable block and would love for the sensor to activate that block and maybe the shields in the future
Thanks for the quick reply ;D
Sensor on its own wont do that.
Would it be possible to have/create a sensor that detect gravity field
Probably independent of this mod???
Since you have not mentioned this one
This md will be terrific for me and the bane for my enemies
Was going for a 4 sensor setup
1) range 10km turn on additional energy generator (14 modded engine that give me 1944 GW of power)
2) range 9.5km activation of shield up
3) range 5km activate all gun turret
4) no more enemie, turn off step 1 to 3) go on stand-by mode.
"Now supports displaying targets locked with WHAM or LAMP
Now supports displaying objects detected via sensor.
A ship controller is no longer required so you can make really cheap relays."
Will Whip's radar script recognizing this as viable source?
The premise for my question is this: when detecting a enemy at a certain altitude would activate a timer block that will link set action of powering up both the shield and turrets and a second sensor with same range but below the top one turn them off...
In your opinion would it function that way?