Space Engineers

Space Engineers

Whip's Missile Status Script (for WHAM)
 此主題已被置頂,因此它可能很重要
Whiplash141  [開發人員] 2020 年 11 月 14 日 下午 7:36
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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目前顯示第 1-15 則留言,共 31
pro100tv 2020 年 11 月 14 日 下午 9:47 
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  [開發人員] 2020 年 11 月 15 日 上午 12:27 
引用自 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.
最後修改者:Whiplash141; 2020 年 11 月 15 日 上午 12:31
pro100tv 2020 年 11 月 20 日 上午 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  [開發人員] 2020 年 11 月 20 日 上午 11:20 
引用自 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 2020 年 11 月 20 日 下午 12:48 
Thank you. I would greatly appreciate such patch!
Whiplash141  [開發人員] 2020 年 11 月 20 日 下午 1:32 
引用自 pro100tv
Thank you. I would greatly appreciate such patch!
Version 1.5.2 has this functionality now.
pro100tv 2020 年 11 月 20 日 下午 4:36 
Copy! Thank you!
pro100tv 2020 年 11 月 21 日 上午 8:59 
I've tested it with the same missiles and it works excellent now. :steamhappy:
wikedsirnate 2020 年 11 月 21 日 下午 2:21 
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  [開發人員] 2020 年 11 月 21 日 下午 3:17 
引用自 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 2020 年 11 月 23 日 下午 5:54 
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?
最後修改者:The Breast Bekfast; 2020 年 11 月 23 日 下午 6:04
Whiplash141  [開發人員] 2020 年 11 月 23 日 下午 7:24 
引用自 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 2020 年 11 月 24 日 上午 2:11 
引用自 Whiplash141
引用自 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 2020 年 11 月 24 日 下午 4:46 
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.
最後修改者:The Breast Bekfast; 2020 年 11 月 24 日 下午 4:50
Whiplash141  [開發人員] 2020 年 11 月 24 日 下午 5:00 
引用自 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.
最後修改者:Whiplash141; 2020 年 11 月 24 日 下午 5:02
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