Space Engineers

Space Engineers

Advanced Walker Script II
84 kommentarer
Queen Bee  [ophavsmand] 9. apr. kl. 12:38 
if you join the server and share a screenshot we might have a better chance of finding out the issue
Queen Bee  [ophavsmand] 9. apr. kl. 10:42 
could be a bug
boo7716 8. apr. kl. 14:47 
i set kneesforward to "False" but it did nothing, i also tried "false" (no uppercase) and "0" but also did nothing. Is this a bug or was this feature also removed?
Queen Bee  [ophavsmand] 31. mar. kl. 8:50 
Just use mart or tces or custom turret controllers or ai or modmart...
boo7716 30. mar. kl. 5:55 
Will it ever be added back?
Queen Bee  [ophavsmand] 30. mar. kl. 1:10 
it was never really well implemented, only created 10 more problems
boo7716 29. mar. kl. 15:23 
Why was aiming removed?
Queen Bee  [ophavsmand] 8. mar. kl. 5:50 
we can help out better on the discord, with pictures or videos
Kheryn but spooky 🩸🎃 8. mar. kl. 4:52 
Whenever i try to use this script i follow the guide 1:1 and when i then remove the scaffolding from the finished walker it just flops over.
Queen Bee  [ophavsmand] 22. feb. kl. 11:54 
it also gives you the ability to have an idle stance and a walking stance (values in the script)
Queen Bee  [ophavsmand] 22. feb. kl. 11:53 
to use strafing, you need a joint before the hip joint that makes the legs able to go in/outwards, its also recommended to put another in the foot, so its stays level. when you then strafe (control input is either A/D or Q/E as you want, it walks sideways, you can do it while youre moving or standing
ditb3 22. feb. kl. 10:48 
What does strafing actuator do and which rotors should I put on this tag? 🤔
ZoomZoomGame 4. dec. 2024 kl. 8:04 
Guys I think I found video tutorial: https://www.youtube.com/watch?v=PnUxaRQ1KAw

Btw, the script still says "by Beesolider"
Queen Bee  [ophavsmand] 24. nov. 2024 kl. 12:41 
thanks :D
TOXIC JIZZ 24. nov. 2024 kl. 11:37 
Nice Stalker and Warhawk
Queen Bee  [ophavsmand] 23. okt. 2024 kl. 11:50 
uh no, sorry
prime11 23. okt. 2024 kl. 11:41 
I know there's a writen tutorial for this. But is there any video tutorials?
Queen Bee  [ophavsmand] 18. okt. 2024 kl. 9:26 
so yes there is now a second walking animation that is more stable, but slower
Queen Bee  [ophavsmand] 18. okt. 2024 kl. 9:25 
update dropped: there is now a new value at the bottom called cautious_walk_top_speed. if its set lower than maxspeed you get the instant transition between the two animations, if set very low it will not be used at all while if its set higher than the maxspeed it will always be used
Skarrier 18. sep. 2024 kl. 15:44 
@Breaking Brax

I think i know! Tested the thing a while ago. The incline camera raycast stops working around 20 meters above the ground
Queen Bee  [ophavsmand] 7. sep. 2024 kl. 11:03 
i actually dont know
Breaking Brax 7. sep. 2024 kl. 7:41 
Is there a maximum height a mech can be before the incline camera stops being able to see the ground?
Breaking Brax 6. sep. 2024 kl. 16:44 
Thank you so much, this script is amazing.
Queen Bee  [ophavsmand] 6. sep. 2024 kl. 6:26 
1. yes, 2. - is down 3. stabilization, a overridden gyro on a inertia tensor enabled rotor acts as 10 normal gyros and can turn the mech without delay 4. sadly no
Breaking Brax 5. sep. 2024 kl. 13:06 
A few quick questions: 1: does this script allow for quadrupedal designs? I think there was a line in the guide saying you could have more than one walker script on a grid. 2: How do you determine whether the RA and GA Rotors/Gyros are + or -. 3: What is the purpose of the GA Rotor/Gyro. 4: is there a way to increase the force or activation angle on the RA Rotors/Gyros?

Sorry for the long list, just had a whole bunch of questions occur to me at the same time.
North_Nox 26. aug. 2024 kl. 14:03 
Thenks. it helped
Queen Bee  [ophavsmand] 26. aug. 2024 kl. 13:51 
you can toggle throttle decay by enabling inertia dampeners, just need a thruster somewhere - you can also toggle it by argument
North_Nox 26. aug. 2024 kl. 12:54 
Hi, can you tell me why when i release w, the mechanism continues to move and i need to press s to stop it, but for the crafts from the workshop it stops by itself?
Queen Bee  [ophavsmand] 11. aug. 2024 kl. 0:42 
the old script has that feature
Wicked Omen 10. aug. 2024 kl. 20:43 
Any chance for feature to use mag plates for walking on angles and other surfaces?
Breaking Brax 10. aug. 2024 kl. 16:35 
AWSOME!
Queen Bee  [ophavsmand] 3. aug. 2024 kl. 2:36 
yes
Breaking Brax 2. aug. 2024 kl. 19:23 
Can a mech using this script be piloted via remote control?
Queen Bee  [ophavsmand] 22. maj 2024 kl. 21:36 
a professional programmer is making it, not me xD
MagnusEffect 20. maj 2024 kl. 19:43 
awesome work beesoldier. you continue to amaze.
Queen Bee  [ophavsmand] 19. maj 2024 kl. 6:03 
sorry, no this version of the script doesnt have strafing, but the old script has it and the one that is currently in development will have it
boo7716 19. maj 2024 kl. 5:52 
Does this support strafing?
Say you have a hinge on each hip allowing the leg to move left and right wich allows you to strafe.
oneshot2killls 2. sep. 2023 kl. 10:28 
The integrity display will not work on a lcd if the cockpit of the mech is a remote control. Switching the remote control to a cockpit fixes the issue.
Skarrier 31. aug. 2023 kl. 3:57 
Update on Inclne Camera issue. I found the reason behind it: when placed on too tall mech, incline camera can't scan a ground beneath due to limited raycast distance. Howewer, when i tried upping a raycast values in code, it started breaking anyways. Any idea how this raycast distance thing can be properly fixed?
Skarrier 30. aug. 2023 kl. 14:53 
I think i found an issue with Incline camera usage when multiple script blocks are present on the grid to support a multi-hinged joints of the legs. It just screws up the legs immensely, twisting them all around. When the camera feature is used on a regular 1-hinged joint mech the issue isn't appearing. Can i just name all hinges in one joint alike and go eith just 1 script?
Blacky Watchy 24. juli 2023 kl. 3:45 
im having an issue with the feets hinges working the oposite way on the walking cycle. is something i have never seen before on any other mech i have built with the script. any idea of what could be causing it or how to fix it?
Queen Bee  [ophavsmand] 17. juni 2023 kl. 0:38 
if throttledecay is on then it will come to a halt after releasing the button (as long as its not tipping forward, then it will walk on to keep balance so you ll have to lean back then)
jivaii 3. juni 2023 kl. 20:19 
Beesoldier, so I could use this script for something with 4 sets of legs? As long as I have an even number of legs, and one PB with the script per set of legs?
TheMajesticCarabao 8. maj 2023 kl. 12:10 
Sadly, the script isnt specifically built around quadruped legs
weberspy 7. maj 2023 kl. 14:34 
Does this script work with quadruped vehicles?
Queen Bee  [ophavsmand] 8. apr. 2023 kl. 4:58 
yes you can use one script for every set of 2 legs
Isaacklan 8. apr. 2023 kl. 4:37 
can the script 4 legs? because im working on hug land ship walker
strt>savage 15. mar. 2023 kl. 6:10 
could i get some help thru discord
chrishoule1366 26. feb. 2023 kl. 12:32 
ive figured it out nvm XD
6
chrishoule1366 26. feb. 2023 kl. 9:47 
my mech seems to move both legs the same direction at first for some reason and after the initial movement the legs work as intended what setting would i use to ajust this?