Quantcast
Channel: Programming (In-game)
Viewing all 903 articles
Browse latest View live

How can I disable ship drills ?

$
0
0
Hi,

Is there a way to disable a drill so that it cannot be operated manually?

I have a "ship full" script which turns lights on when full. I have been trying to make it disable the drills when the ship is full, it works fine if you operate the drill using ON and OFF, but if you are using the drill in manual mode, like most of us do, the on / off status is totally ignored.

I was hoping there is a way to separate Enable/Disable from on/off.

Ingame API Feature Requests

$
0
0
I know you guys have a million feature requests for the PB, so give them to me!

Be aware that the PB is limited by design. You probably won't get access to System classes.

Beginner questions about in-game programming

Buy(Whatsapp:+447459294174)Passport,Id cards,Driving License,Certificates,IELTS,TOEFL and many other

$
0
0
Buy(Whatsapp:+447459294174)Passport,Id cards,Driving License,Certificates,IELTS,TOEFL and many others


Whatsapp:+447459294174

cell : +441618506062

Email: diplomaticdocsassistance@yahoo.co.uk

Skype: rollins.wocott.

We are an Association network responsible for the production of real genuine passports, Real Genuine Data-Base Registered Passports and other Citizenship documents. We can guarantee, you can have a new Identity starting from a clean new genuine Birth...

Buy(Whatsapp:+447459294174)Passport,Id cards,Driving License,Certificates,IELTS,TOEFL and many other

LCD Image Changing Script Errors

$
0
0
Hi there.
I've been trying to use the Visual Script Builder for setting up a basic alarm system script, changing images shown on LCD's depending on what argument the programmable block is run with:

- If it's run with the argument allclear then it shows an image, on a designated LCD, called V Alert All Clear, if it's run with the argument caution it shows an image called V Alert Caution and finally if run with the argument redalert it will show an image...

LCD Image Changing Script Errors

Newbie help

$
0
0
Been programming a long time, but never in C#. I'm trying to do the simplest of things in this language and just keep getting stone-walled at every attempt. I thought, as a way of getting introduced to the programmable block, I'd try writing a script that moves gravel from a refinery to a connector. That's it.
Well, since the APIs changed and I couldn't use any example scripts from before January, I just spent more than an hour in API documentation and now I'm getting an error that I...

Newbie help

Block scripts requests thread

$
0
0
As programmable blocks came to SE, and not all players are programmers, I guess a thread with block requests is reasonable.

Basically, if you want a script on your block, post explanation here. Other programmers and I (Although I'm generally a busy person so maybe not often) will be more than happy to program it for you. Of course I still suggest you to learn programming, but you might not want to, and it's all fine. Other people like other things.
(Yes, I wanted to create website for that,...

Block scripts requests thread

GetItems() wrong usage

$
0
0
Hi,
I tried make a script which show the amount of refinery ores and display to the LCD panel.
But i get a error for the GetItems().
I am junior C# programmer and i cant use the API well.

Code:
IMyTextPanel anyagjelzo;
List<IMyInventoryItem> lista;
IMyRefinery forraskontener;

		public Program()
		{
			anyagjelzo = GridTerminalSystem.GetBlockWithName("anyagjelzo") as IMyTextPanel;
			lista = new List<IMyInventoryItem>();
			forraskontener = GridTerminalSystem.GetBlockWithName("refinery") as...
GetItems() wrong usage

Ship Leveling Script?

$
0
0
Hey guys,

I am looking for a way to constantly check if my ship is level with the horizon, and to use the gyro's to fix itself if it needs to. Ideas anyone?

[1.190.0] Memory issues when calling another PB from a script

$
0
0
Since reconstruction one of my drone scripts I constantly have performance issues.

The idea was to separate the code into several modules. Targeting module encapsulates all target data acquisition logic (raycasting, SPRT's GetNearestPlayer, etc), other modules consume target feed by subscribing to this modules' data updates. Basically, targeting module serializes a batch of commands into string argument and calls other PBs.

Before that the game handled dozens of instances with no issues....

[1.190.0] Memory issues when calling another PB from a script

Auto landing script help

$
0
0
Hello dears engineers !

I am trying to make an auto landing script for every ship with any kind of thrusters.

But I have some question about it,
I use this formula :
DistanceToStop = CurrentVelocity^2 /
2*averageAcceleration.

Atmospheric thrusters doesn’t have a constant thrust, it’s change by the altitude. And it’s linear.

So my acceleration is an average between the stop altitude and the current altitude.

It’s should work, and it almost, but more the ship is heavy and have thrusters...

Auto landing script help

Options for MySprite constructor

$
0
0
The required data string in the MySprite constructor doesn't match up exactly with the .dds filenames. Is there a list of the allowed strings? So far I've found
  • SquareSimple
  • SquareHollow
  • Circle
  • CircleHollow
  • Arrow
  • Cross
  • Triangle
  • RightTriangle
  • Grid
  • Construction
  • Danger
But I can't find the string for "default_offline.dds", "default_online.dds", "NoEntry.dds", the brackets, and "Semi_Circle.dds". Are there more, including hidden ones like...

Options for MySprite constructor

Acceleration vector

$
0
0
Hello engineers ! I would like to calculate in c# the acceleration vector of my ship in accordance with the gravity vector. Especially I just want the acceleration of my thrusters up.
Then I will have the real acceleration of my ship, it will be more accurate for my script.

How can I do that ?

Thank you !

Finding asteroids with an AI

$
0
0
Hopefully this is helpful. I have not found any posts about this subject, so I figured I'd share.

One of the main problems with creating a self-sufficiënt AI in space engineers is its ability to gather resources. Many people have succeeded at making an autominer, but an autominer still has to be told where to go to mine.

Space is big and a 50 m sensor range is not going to cut it if you want to know where the asteroids are (assuming you do not use mods). Players simply look around and...

Finding asteroids with an AI

Basic 3-Axis Piston Mining

$
0
0
I'm trying to automate mining for survival game starts. I would have 1 piston moving in the x-axis, 1 piston moving in the y-axis and another moving down (z-axis) to drill. What I would like to do is have the z-axis piston moving downwards and back up, then x-axis piston to move 2.5m forward stop then repeat the z-axis rotation and continue to do so until it reached the maximum distance. After the x-axis piston reaches 10m, it resets back to 0 and extends y-axis piston by 2.5m and repeats...

Basic 3-Axis Piston Mining

MDK: Malware's DevKit for Space Engineers

$
0
0
https://github.com/malware-dev/MDK-SE

MDK-SE
(Malware's Development Kit for SE)

A toolkit to help with ingame script (programmable block) development for Keen Software House's space sandbox Space Engineers. It helps you create a ready-to-code project for writing ingame scripts, and provides an analyzer which warns you if you're trying to use something that is not allowed in Space Engineers.

General features
  • Helps you create...

MDK: Malware's DevKit for Space Engineers

IMyBatteryBlock.CurrentOutput

$
0
0
Hi there,
i recently started getting into scripts of SE and doing some simple exercises to gather experience.

Currently i'm trying to calculate the lifetime of a battery until it's depled.
Example a large grid battery with 3 MWh charge, input of 0 kW and output of 30 kW would last:
3000 kWh / 30 kW = 100h = 4.17 days. That's exactly what the terminal GUI shows, too.
But when i access the battery block by script and read "CurrentOutput" i receive 0.1289! What is this value? How may i convert...

IMyBatteryBlock.CurrentOutput

[Bug?] IMyBatteryBlock.CurrentOutput

$
0
0
Hi there,
i recently started getting into scripts of SE and doing some simple exercises to gather experience.

Currently i'm trying to calculate the lifetime of a battery until it's depled.
Example a large grid battery with 3 MWh charge, input of 0 kW and output of 30 kW would last:
3000 kWh / 30 kW = 100h = 4.17 days. That's exactly what the terminal GUI shows, too.
But when i access the battery block by script and read "CurrentOutput" i receive 0.1289! What is this value? How may i convert...

[Bug?] IMyBatteryBlock.CurrentOutput

-

Ingame API Issues

$
0
0
Hi everyone! I'm here to fix the PB API as well as ModAPI!

So, give me your problems! Please do not post feature requests in this thread, as they will be handled in another thread!

Please describe how the function currently behaves, how it should behave, and attach a script which shows the problem. The easier you make it for me to reproduce the issue, the faster I can get it fixed .:)
Viewing all 903 articles
Browse latest View live