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No issues with compiling this but no matter what config i have on the chip, names, or custom data, i end up with the output on Int system... everything looks good but if i keep scrolling down, i get an message about we must have a sensor block.
Then right below that is the "caught exception...." of a script object not set to an instance of an object at Program.Main(string argument at sandbox.game.entities.blocks.myprogrammableblock.M< .....
And yeah no luck, nobody else seems to have posted any problems. no major patches have come in while that would break this :D
THIS IS A QUESTION MAINLY FOR THE AUTHOR
//////////////////////
So, I have come across this BP with a very interesting script thats half broken and half functional.
Link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1142629224
The product above uses some sort of code that lets it HOVER, but the follow function does not work. Is there a way to make that blueprint work with JUST your script?
If so that would be AMAZING because then people would be able to make single thrust drones that follow them in planets thus making your script EVEN better <3
- Ray San <3
@WOLFIE9211 - mod.io link above, let me know if it works. Couple more links to the source if that helps.
@BinaryKiller Recoded - currently I don't have it triggering any lights, eeeh, my main goal atm is to keep things super simple. Maybe have it trigger a timer when the hybernate toggles so players can drag and drop a bunch of block features to that, added to my future to do list.
@ShuttleCrossing - ignore the warnings, new update should compile without complaints
@Stack Trace - thanks for posting the workaround you rock!
@miner_sd - most likely the warning stuff fix it live
@NineSevenFive awesome!
@Dragon currently no plans for turret entity fancy stuff on this script/project. Definitely possible, but a bit complicated and some of it is over my pay grade. If I ever can figure it out I'll have a new project up for that.