this is a auto battery charge when u connect and unconnect, i have tested it my self, For ur jetpack //x2,2,Connector-Dock,13,4:=:Connected[9]%3,1,[Charge]Battery,7[5]1:true[5]%2,2,Connector-Dock,13,3:=:false,4:unconnected[8]%3,1,[Charge]Battery,7[5]1:false#2:=:true[5]%569da[3]1.0.6
+Jordan Munzlinger just to let you know that you didn't have the "else if" for checking if the connector was undocked and was checking if it was at the same time so the programme was selecting and deselecting the recharge box at the same time so hears the fix version whit the self update part (which was added in the latest VSB update) added to the program, program Load Line: //x2,2,Connector-Dock,13,4:=:Connected[9]%3,1,[Charge]Battery,7[5]1:true[5]%4,2,Connector-Dock,13,3:=:false,4:unconnected[8]%3,1,[Charge]Battery,7[5]1:false#2:=:true[5]%569da,,####1,1.0.9
No, of course. You are always in our hearts. Maybe I was gone. A little drunk due to my own beer, to be honest. By the way, do you know if is there a way (or command) making a Chunk related to a Ship Antenna loosing signal from a Station Antenna? I am thinking in a "self back" ship after loosing singal.
in case someone is still reading this: is there way to do it like the second script but with landing gear? So that locks when it detects "ReadyToLock" without the autolock function. I tried it with the Extra Field "Lock State" but didnt made work. Any helpers? Thx in advance
Quick question about your docking script, what's the point of the first few chunks about saving the variables of pvel and cstatus and displaying them on the LCD? I've been wanting to learn how to use the visual script builder and tried to reverse engineer/ understanding how your script works to help me learn and I understand all of it now except for that first bit. Any help there would be much appreciated! Cheers and thanks for all the great content!
Awesome tutorial! Only question is how do you add a chunk to the script? example - If you wanted to now add a sound block that plays an alarm also. Where and how would that go in and can you do that or would you have to do a new script?
Hey could a script be used to aid in orbital bombarded by making a ship tilt in small incramets then show that movement on a grid Also mabe using GPS or something to make a set size grid that shows antena signals
Dude, this was sooo helpful. Could you by chance cover other things in visual script builder? Just to give a more rounded perspective on how to use it? for example I'm trying to make a script that retracts a piston and engages welders when I hit a button aaaand, its a little perplexing to figure out the values and properties I need to set to make that happen :/
I know I'm late to this but could this script builder make drones more effective in battle? Like using strategies, flight formations, and things along those lines
You have to add sound block to your station and set it name as " warnsound " . When one or more of your block have beeing attacked you gonna hear a sound. It must be work , let me know if cant setup or dont work m8.Also you can setup your sound block as you wish (sound,volume,range) //x3,0,warnsound,56[7]7[3]%2,2,,69,11:=:false[9]%,y,,1.0.9 // Above is your LOAD LINE. Copy it into Visual Script Builder to load your script. // dco.pe/vsb void Main(string argument) { // block declarations string ERR_TXT = ""; List l0 = new List(); IMySoundBlock v0 = null; GridTerminalSystem.GetBlocksOfType(l0, filterThis); if(l0.Count == 0) { ERR_TXT += "no Sound Block blocks found "; } else { for(int i = 0; i < l0.Count; i++) { if(l0[i].CustomName == "warnsound") { v0 = (IMySoundBlock)l0[i]; break; } } if(v0 == null) { ERR_TXT += "no Sound Block block named warnsound found "; } } List v1 = new List(); GridTerminalSystem.GetBlocksOfType(v1, filterThis); if(v1.Count == 0) { ERR_TXT += "no Advanced Rotor blocks found "; } // display errors if(ERR_TXT != "") { Echo("Script Errors: "+ERR_TXT+"(make sure block ownership is set correctly)"); return; } else {Echo("");} // logic v0.ApplyAction("PlaySound"); bool result1v1 = false; for(int i = 0; i < v1.Count; i++) { if(((IMyMotorAdvancedStator)v1[i]).IsWorking == false) { result1v1 = true; break; } } if(result1v1) { } } bool filterThis(IMyTerminalBlock block) { return block.CubeGrid == Me.CubeGrid; }
I made a script that it reversing the piston when the sensor just detecs a station, but in game, when the sensor detects the station one time, pistons just reversing almost 100 times per second. so i only want to reverse for one time. what can i do? //x2,0,LD,48[5]12:=:true[5]%3,1,#LGP,40[7]3[3]%0,0,LD,48[7]2[3]%4,0,LD,48[5]12:=:false[5]%3,1,#LGP,40[7]3[3]%,y,,1.0.9
The most likely issue is that the sensor is constantly sensing the ship, so it's constantly reversing the piston! The best solution would probably be to set the script so that if the sensor senses the ship, then it extends the piston, but if it doesn't, then it retracts the piston
Cool Script but if I grind cargo Containers, that my ship is not going into red alert. and it is not working for small cargos too cause they have no definition as functional Blocks. I am frustated.
Hmm, that's odd. I didn't try grinding down a cargo block. Does it work with other blocks? I honestly just used that as an example to show off the Visual Script Builder. I didn't think anyone would actually try to use it.
Can you be more specific? What exactly didn't work? It has been quite a while since this video came out too, so something might be broken, but I'd like to know if so.
this is a auto battery charge when u connect and unconnect, i have tested it my self, For ur jetpack
//x2,2,Connector-Dock,13,4:=:Connected[9]%3,1,[Charge]Battery,7[5]1:true[5]%2,2,Connector-Dock,13,3:=:false,4:unconnected[8]%3,1,[Charge]Battery,7[5]1:false#2:=:true[5]%569da[3]1.0.6
Nice, I'll have to try that out.
+Jordan Munzlinger just to let you know that you didn't have the "else if" for checking if the connector was undocked and was checking if it was at the same time so the programme was selecting and deselecting the recharge box at the same time so hears the fix version whit the self update part (which was added in the latest VSB update) added to the program, program Load Line: //x2,2,Connector-Dock,13,4:=:Connected[9]%3,1,[Charge]Battery,7[5]1:true[5]%4,2,Connector-Dock,13,3:=:false,4:unconnected[8]%3,1,[Charge]Battery,7[5]1:false#2:=:true[5]%569da,,####1,1.0.9
just to let you know
Space Engineers is about to get a whole lot more interesting for me!!
That is freakin' sweet! Looks like I'll finally be able to do a wee bit of scripting now.
i love when people make script builders
Very easy to understand much appreciated
I am getting into coding and I was hoping to use space engineers to help and wow this will be soooo helpful!! Thank you for the nice tutorial too!!
DAMN THIS THING IS GOING TO BE HANDY
simply legendary. cheers Epik.
This is going to be so helpfull....thx for the clear tutorial, you r epik Epik! :)
You are back!:D Great. thanks,
Was I gone?
No, of course. You are always in our hearts.
Maybe I was gone. A little drunk due to my own beer, to be honest.
By the way, do you know if is there a way (or command) making a Chunk related to a Ship Antenna loosing signal from a Station Antenna? I am thinking in a "self back" ship after loosing singal.
No, not in this script builder sadly.
EpikTek thank you Sir.
in case someone is still reading this:
is there way to do it like the second script but with landing gear? So that locks when it detects "ReadyToLock" without the autolock function.
I tried it with the Extra Field "Lock State" but didnt made work. Any helpers?
Thx in advance
very nice tutorial :)
Great tutorial. this will be very helpfull for me and the scripts i am building to get starting with.
Many thank for this tutorial, it will be very helpfull.
I've tested this with the latest update to SE, loads of error's, even with your one
thats pretty handy, didnt know about this, thanks
Quick question about your docking script, what's the point of the first few chunks about saving the variables of pvel and cstatus and displaying them on the LCD? I've been wanting to learn how to use the visual script builder and tried to reverse engineer/ understanding how your script works to help me learn and I understand all of it now except for that first bit. Any help there would be much appreciated! Cheers and thanks for all the great content!
Awesome! Thank you!
Awesome tutorial! Only question is how do you add a chunk to the script? example - If you wanted to now add a sound block that plays an alarm also. Where and how would that go in and can you do that or would you have to do a new script?
There are "Add new chunk" buttons between each chunk as well as at the top and bottom, so it's super easy to add in more stuff like that.
EpikTek perfect thanks!!!
Hey could a script be used to aid in orbital bombarded by making a ship tilt in small incramets then show that movement on a grid
Also mabe using GPS or something to make a set size grid that shows antena signals
How would I program a mining drill to be automatic?
Dude, this was sooo helpful. Could you by chance cover other things in visual script builder? Just to give a more rounded perspective on how to use it? for example I'm trying to make a script that retracts a piston and engages welders when I hit a button aaaand, its a little perplexing to figure out the values and properties I need to set to make that happen :/
I know I'm late to this but could this script builder make drones more effective in battle? Like using strategies, flight formations, and things along those lines
the edditor is broken
when i use any of the scripts it gives me too many errors to count
Hello, I know this video is old but does anybody know if it is still working with today's version of SE. I can not get it to work. Thanks!!
what if i want the red alert to only effect lights i had turned on at the time?
Does it always work with new patch? I got many error in your script of red alert
how do you do to order the script to do things with button panels
?
using the script builder is there a way to find the altitude of the ship?
Does this still work? I'm getting errors on everything I've tried when checking code?
Is there a way to use this to increase rotor speed to 200rpm? if so can you make a vid showing how, cheers
so what does blink offset do?
Thanks, great tutorial. Does this feature still work in the game? I seem to be having some trouble with it.
nice tut.but im searching for a way to start that alert if any block or a ammor block was destroyed.could anyone help?
You have to add sound block to your station and set it name as " warnsound " . When one or more of your block have beeing attacked you gonna hear a sound. It must be work , let me know if cant setup or dont work m8.Also you can setup your sound block as you wish (sound,volume,range)
//x3,0,warnsound,56[7]7[3]%2,2,,69,11:=:false[9]%,y,,1.0.9
// Above is your LOAD LINE. Copy it into Visual Script Builder to load your script.
// dco.pe/vsb
void Main(string argument)
{
// block declarations
string ERR_TXT = "";
List l0 = new List();
IMySoundBlock v0 = null;
GridTerminalSystem.GetBlocksOfType(l0, filterThis);
if(l0.Count == 0) {
ERR_TXT += "no Sound Block blocks found
";
}
else {
for(int i = 0; i < l0.Count; i++) {
if(l0[i].CustomName == "warnsound") {
v0 = (IMySoundBlock)l0[i];
break;
}
}
if(v0 == null) {
ERR_TXT += "no Sound Block block named warnsound found
";
}
}
List v1 = new List();
GridTerminalSystem.GetBlocksOfType(v1, filterThis);
if(v1.Count == 0) {
ERR_TXT += "no Advanced Rotor blocks found
";
}
// display errors
if(ERR_TXT != "") {
Echo("Script Errors:
"+ERR_TXT+"(make sure block ownership is set correctly)");
return;
}
else {Echo("");}
// logic
v0.ApplyAction("PlaySound");
bool result1v1 = false;
for(int i = 0; i < v1.Count; i++) {
if(((IMyMotorAdvancedStator)v1[i]).IsWorking == false) {
result1v1 = true;
break;
}
}
if(result1v1) {
}
}
bool filterThis(IMyTerminalBlock block) {
return block.CubeGrid == Me.CubeGrid;
}
damn very useful tutorial!!
I made a script that it reversing the piston when the sensor just detecs a station, but in game, when the sensor detects the station one time, pistons just reversing almost 100 times per second. so i only want to reverse for one time. what can i do?
//x2,0,LD,48[5]12:=:true[5]%3,1,#LGP,40[7]3[3]%0,0,LD,48[7]2[3]%4,0,LD,48[5]12:=:false[5]%3,1,#LGP,40[7]3[3]%,y,,1.0.9
The most likely issue is that the sensor is constantly sensing the ship, so it's constantly reversing the piston! The best solution would probably be to set the script so that if the sensor senses the ship, then it extends the piston, but if it doesn't, then it retracts the piston
THANK YOU! U SAVED MY LIFE LOL
tnak you so much!
Cool Script but if I grind cargo Containers, that my ship is not going into red alert. and it is not working for small cargos too cause they have no definition as functional Blocks. I am frustated.
Hmm, that's odd. I didn't try grinding down a cargo block. Does it work with other blocks? I honestly just used that as an example to show off the Visual Script Builder. I didn't think anyone would actually try to use it.
You can probably just add a separate argument that checks to see if cargo blocks are functional, and if not, do the same red alert
Just watched this video and tried it out and it dont work... I have tried 3 times and nothing happens i hope this dont mean its out of date..
Can you be more specific? What exactly didn't work? It has been quite a while since this video came out too, so something might be broken, but I'd like to know if so.
I found this, but I don't know how to entirely use it, just used it a few moments before this comment. Need help...
Also, pls try sending more comments with load lines...
Also, can't get my LCDs to show power consumption, even with this script builder ;(
its not doing anything now
fk I was beaten to the first comment
Can you mess around with scripts already made from other authors and make it to you specific liking?