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When you do "...display that information on the top of the (mission/quest) screen..." (I assume that you mean the HUD), be careful not to place it over the curent position of the "Current Position: X: <x> : Y: <y> : Z: <z>" information that is provided by the "GPS and Waypoint" Mod. This information, as it is positioned, sometimes gets obscure already with location pinpoints that are directly above your craft.
-A
Once you have scanned for derelicts "/scan"
Then you would use "/track #12", which would set the #12 ship in scan as an objective.
Once you reach the locale, the objective should complete successfully.
If you exit the cockpit or are killed, then the objective should cancel.
Frankly I haven't been too happy about how the GPS and Waypoint mod is using the information at the top of the screen. The API is marked for use for "Objectives".
Objectives are goals or in RPG parlance, quests.
The GPS and Waypoint mod displays information there permanently (unless you turn it off).
An Objective makes sense for the scan mod, as once you reach a derelict, the Objective is complete.
Admittedly the problem isn't completely tyrsis's fault, but the lack of UI API's in the game and a lack of documentation on how to properly use the APIs.
But yes, if both the /scan and /wp mods are written properly, both should show up on the screen and not compete for display.
Me has been around for a while:
http://forums.keenswh.com/profile/2270400
Awesome! Just wanted to make sure. I really enjoy the mods that you make, but as a relatively newer player to the game (bought it just when Survival Mode was released), I missed out on seeing your SEToolbox in working order (let me know, though, if it is now working so that I can check it out). On the other hand, your "Admin Commands" seem to do a a lot of the functions that I was particularly interested in.
That being said, I've been heavily uising your "/listships2" (and "/id" command while pointed at pieces of my "creation") to try to isolate my "floating stairs" situation and remedy the situation by re-designing said segments so that they are BOTH not their OWN "Platform XXXX" of 1 block AND showing up in the "/scan" results page, but rather attached to their respective station by adding some neighboring blocks/glass, etc..
My goal, of course, is to "clean-up" my stuff so that the "/listships2" results reveal an actual list of my stuff rather than junk (your "/tps" <ship/platform name> has been great in seeking down, finding and deleting (CTRL-X) stuff hurtling millions of miles out into space).
I am also hoping that the "/listships2" command might reveal derelict ships/stations that I might have passed (spawned into existence), but failed to "/scan".
Can you confirm that THIS logic (in the above sentence) is sound in accordance with the way your "/scan" mod works BEFORE I proceed with further questions?
This means a ship with piston doors, or rotating parts will get individual entries. This is how it appears within the Space Engineers logic.
/scan will purposely try to group items by either rotor or piston, presenting them as a single entity. Connectors and merge joined grids are not ignored, as they are considered docking points and thus separate grids.
If so, THIS would be a great tool to have.
But you have to remember that exploration ships are procedural. They can appear and dissapear from your world until you have claimed or altered them (damaged, moved, etc).
Exploration ships are only appear in game when they are in your visible range (20km default).
Please comment if you like it or not.