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See: DisplayName_Block_SciFiButtonPanel
From: CubeBlocks_SparksOfTheFuturePack.sbc
Unfortunately, it's not working for me. I tried it with scripts as well as without... the door doesn't close, and the elevator doesn't start.
Where do I enter the names of the pistons and doors, or how can I do it without scripts?
Was wondering if there is a way to change the buttons to display numbers instead of blank?
Thanks!
1. To use only two programming blocks for any number of elevators and elevator doors. (any doors, from any mods)
2. To set the parameters of each elevator individually through the elevator control buttons. (lift number, lift/lower height, speed)
3. Compatible with any auto-closing door mods.
Can I get permission for this modification?
Ill keep watch for this, i like it and would use it, but as it is atm... :(
Caught exception during execution of script: Object reference not set to an instance of an object.
at Program.Main(String argument)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.<>c__DisplayClass45_0.<ExecuteCode>b__0(IMyGridProgram program)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramActionCore(Action'1
action,
String&
response)
1) Is the argument in the "Run" command just the height of the floor where you want the elevator to stop and the door to open?
2) Do the names of the Elevator Room and Elevator Door need to be in quotation marks?
3) When the height of the floor is a decimal, does the "f" need to be in upper or lower case? Example: 12.5f or 12.5F?
Because the models overlap, handheld tools can only be welded to the largest block. You only need to have two squares in one of the left / right / rear directions to use the welding machine for welding.
Well, I can't make a video, but I'll make a detailed tutorial .