Space Engineers

Space Engineers

Whip's Missile Status Script (for WHAM)
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
Whiplash141  [desarrollador] 14 NOV 2020 a las 19:36
Help/Questions
If you notice a bug or have general questions, feel free to ask here.

If reporting a bug, please report the version of the code and provide as much information as possible.
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Mostrando 1-15 de 31 comentarios
pro100tv 14 NOV 2020 a las 21:47 
Haven't tested it yet but I have suggestion - is it possible to add third color for the missile when it gets "pitbull"(catch it's own lock).

I miss that function in LAMP and I think over here it would match perfectly.
Whiplash141  [desarrollador] 15 NOV 2020 a las 0:27 
Publicado originalmente por pro100tv:
Haven't tested it yet but I have suggestion - is it possible to add third color for the missile when it gets "pitbull"(catch it's own lock).

I miss that function in LAMP and I think over here it would match perfectly.
Nope. The status simply supports present or not present. That functionality would require me to create some antenna networking code and it would also lead to undefined behavior when one reloads missiles.
Última edición por Whiplash141; 15 NOV 2020 a las 0:31
pro100tv 20 NOV 2020 a las 8:54 
I've found a problem with the script.
After firing rotor mounted missiles it still shows that they are attached.
Rotors on which the missiles are mounted are named for example (Missile 11) Rotor 11 rotor. May that be an issue?
Whiplash141  [desarrollador] 20 NOV 2020 a las 11:20 
Publicado originalmente por pro100tv:
I've found a problem with the script.
After firing rotor mounted missiles it still shows that they are attached.
Rotors on which the missiles are mounted are named for example (Missile 11) Rotor 11 rotor. May that be an issue?
If you have blocks in the missile group that stay on the ship, that will occur. I can push a patch to search for just the programmable block.
pro100tv 20 NOV 2020 a las 12:48 
Thank you. I would greatly appreciate such patch!
Whiplash141  [desarrollador] 20 NOV 2020 a las 13:32 
Publicado originalmente por pro100tv:
Thank you. I would greatly appreciate such patch!
Version 1.5.2 has this functionality now.
pro100tv 20 NOV 2020 a las 16:36 
Copy! Thank you!
pro100tv 21 NOV 2020 a las 8:59 
I've tested it with the same missiles and it works excellent now. :steamhappy:
wikedsirnate 21 NOV 2020 a las 14:21 
its abit difficult to get the screens set up with the missile locations. Maby a easier war?
or pre set up config to copy and paste?
Whiplash141  [desarrollador] 21 NOV 2020 a las 15:17 
Publicado originalmente por wikedsirnate:
its abit difficult to get the screens set up with the missile locations. Maby a easier war?
or pre set up config to copy and paste?
This is simplest and most intuitive way I could think of And there is nothing stopping you from saving configs and reusing them :)

You can also draw it out if that helps.
The Breast Bekfast 23 NOV 2020 a las 17:54 
I'm getting "Text Surfaces: 0" with correct setup (?). I tried spawning in the Komodo on a clean Creative world and just tried to add a single LCD to the "Missile Status" group and I can not get it to register with the script. Am I missing a step?
Última edición por The Breast Bekfast; 23 NOV 2020 a las 18:04
Whiplash141  [desarrollador] 23 NOV 2020 a las 19:24 
Publicado originalmente por F'jensen Lobotious:
I'm getting "Text Surfaces: 0" with correct setup (?). I tried spawning in the Komodo on a clean Creative world and just tried to add a single LCD to the "Missile Status" group and I can not get it to register with the script. Am I missing a step?
Recompile.
The Breast Bekfast 24 NOV 2020 a las 2:11 
Publicado originalmente por Whiplash141:
Publicado originalmente por F'jensen Lobotious:
I'm getting "Text Surfaces: 0" with correct setup (?). I tried spawning in the Komodo on a clean Creative world and just tried to add a single LCD to the "Missile Status" group and I can not get it to register with the script. Am I missing a step?
Recompile.
Did that; forgot to mention. I followed your guide a few times and I also just tried to break and remake what was on the Komodo a few times. Existing gamesave, fresh save, etc. I really appreciate your help
The Breast Bekfast 24 NOV 2020 a las 16:46 
Large/small grid doesn't matter. In fact I removed a Missile Status LCD on a premade ship and re-added the same LCD, in the same position, with the same name and added it to the pre-existing Missile Status group, recompiled the Program - Missile Status; it does not register, but the Missile Status LCDs are working on the premade ships when I load them in. Total nonsense; looks like I'm an edge case on this one.

EDIT: I'm a huge fan of your scripts and you're doing the community a great justice by working on them; I do not mean to sound persnickety about an LCD panel. Much love.
Última edición por The Breast Bekfast; 24 NOV 2020 a las 16:50
Whiplash141  [desarrollador] 24 NOV 2020 a las 17:00 
Publicado originalmente por F'jensen Lobotious:
Large/small grid doesn't matter. In fact I removed a Missile Status LCD on a premade ship and re-added the same LCD, in the same position, with the same name and added it to the pre-existing Missile Status group, recompiled the Program - Missile Status; it does not register, but the Missile Status LCDs are working on the premade ships when I load them in. Total nonsense; looks like I'm an edge case on this one.

EDIT: I'm a huge fan of your scripts and you're doing the community a great justice by working on them; I do not mean to sound persnickety about an LCD panel. Much love.
Name doesn't matter, it simply needs to be in a group named "Missile Status". No spaces before or after.
Última edición por Whiplash141; 24 NOV 2020 a las 17:02
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