Space Engineers

Space Engineers

aveBrian's Elevator Script v1.3
28 Comments
fourbones 12 Aug, 2022 @ 3:06am 
Suggestion:
I would love to see LCD screens in this script. How cool would it bee when you press the Call button on floor 3 and an LCD on floor 3 says „Elevator Called“.
Also an LCD screen in the Elevator Cart which tells you on which floor the elevator is moving now and on which floor it is curently would be realy nice.
Danny 31 Oct, 2021 @ 12:49pm 
This is exactly what I needed. Thanks. Recommend adding another step in the directions that in order to call the elevator to a specific floor, you need to run the script with the floor number as the argument. Maybe obvious to most, but took me a few minutes to figure that out.
mhwyoshi 27 Sep, 2021 @ 9:16am 
Wow this is almost exactly perfect for me! Quite literally the only thing that’s missing is actually just elevator music sound block playing the music for the elevator well it’s moving up and down
Pocket Full of Horses 1 Jul, 2021 @ 7:31am 
@Morpheus same here, guessing it has. Haven't been able to find an elevator script that works consistently unfortunately :(
Molten Carnage 9 Jul, 2020 @ 11:22pm 
Followed directions to the letter and it messed up the 4 floors, 2 pistons, elevator piston positions with arbitrary values leaving the elevator car in between floors for every floor saved. Retried with same results. Both pistons end up with identical arbitrary values. Velocity + or - has no effect. Is it possible Keen has changed the coding for pistons since this mod was created?
Odom1957 22 Jul, 2019 @ 5:13am 
When setting up your script currently, the floors are named in sequential order. If I add a floor in between two floors, there is no way to make it name that floor a specific number. It will automatically pick the next one in sequence.

For example: I had a shaft in which I had floor 10,9,8,7, and 1 done, but 2-6 were not. When I setup the elevator floors, the script chose floor numbers starting with 1, so it was difficult to remember what number went with which floor. If I were able to select the floor number I wanted the script to be set to for each floor, then the numbers would always match floor numbers.

This may not be possible, due to how the script works, but it is a little confusing to remember what numbers to set in the arguments for each floor.

On a different note...the script works flawlessly in my experience. I have never had any issues with it stopping exactly where I want it to stop.
aveBrian  [author] 11 Jun, 2019 @ 4:16pm 
@Odom1957 I'm always up for suggestions when adding features to these scripts.
I'm curious, what exactly do you suggest?
Odom1957 8 Jun, 2019 @ 9:31pm 
It would be nice if we were able to select our own floor numbers when adding floors, instead of the script selecting for us. I will have to redo everything each time I add floors, unless I want to name floors in random order. My sub level 10 is level 2 according to your script, and I have to name it that in the title, then every floor above that (Sub-9, Sub-8, etc) will not be named correctly until I put something at each floor and redo it all.
CaptPatrick01 13 Dec, 2018 @ 10:34am 
Yes, they were grouped. It took until the third attempt to get the elevator to set up and work correctly. Had to be VERY careful with the control panel.
aveBrian  [author] 13 Dec, 2018 @ 6:55am 
@CaptPatrick01 So, what it sounds like is happening, is the script is trying to move the pistons to the saved distance but since you accidentally reversed the velocity, they were never going to get there. The script wont release control of the pistons until the desired floor is reached. Strange though, once you issue a new command for a different floor, this should take care of that problem. I'll be on the road until Feburary, so I won't have a chance to look at it until then. For now though, recompliling the script should fix this problem. Thanks for the feedback and I'm sorry your dealing with these difficulties. There are very few things more annoying than a script that won't work. I'll get to work debugging as soon as I get back home. I'm curious though, are you grouping all the pistons with the programmable block?
aveBrian  [author] 13 Dec, 2018 @ 6:45am 
@Conflicted Shadow. That has been something I've been wainting to incorporate for a while now. I'll be working on it, trying to get an update out sometime in Feburary. Stay tuned :)
CaptPatrick01 9 Dec, 2018 @ 3:27pm 
What I know is that the first time it happened I was playing around with the velocity settings while the piston was stopped at a floor. It was on at the time. Had to delete the piston and start all over since nothing could make it move anymore. The next time it happened I accidentally moved the velocity slider of the piston in the reverse direction after setting the floors while it was moving to the first floor. Kept descending and the controls stopped working. Same deal.
Conflicted Shadow 8 Dec, 2018 @ 3:15pm 
is it possible to add rotor position controls like if you build a base that has multiple sections on the same piston level? kinda like the wonkavator from willy wonka and the chocolate factory
aveBrian  [author] 24 Nov, 2018 @ 6:44am 
@CaptPatrick01 I've added the ability to change the word the script is looking for when deciding what door to open on the elevator car or floors in the script just below the description. Let me know how this works for you. Also, I'm not able to replicate any kind of breaking when changing the speed of the pistons. Could you provide more detail on the problem you are experiencing?
aveBrian  [author] 24 Nov, 2018 @ 5:54am 
@CaptPatrick01 It's been a while since I've really messed with this script. The speed of the piston should not affect the script in the slightest, so, that's wierd, but I'll look into it right now. Also, you can order the floors in any way you want. Floor one could be the top, bottom, or middle. I'ts all about the order you assign them in. Let me do some debugging on that speed issue. I'll also see if I can't make it a little more customizable. Thanks for the feedback :)
CaptPatrick01 23 Nov, 2018 @ 1:51pm 
Did I mention the script breaks if the speed of the piston is changed?
CaptPatrick01 23 Nov, 2018 @ 1:40pm 
If only it was more customizable, for I don't use "Floor" on my ships.

I use "Deck", with the numbering system going in reverse-order, with Deck 1 being the highest point.
BerryBlueEyes 29 Oct, 2018 @ 8:44pm 
Works like a charm! thank you!
SoASchas 29 Apr, 2018 @ 10:35am 
SoASchas 29 Apr, 2018 @ 4:04am 
LoL This was just an idea.
I didnt even start making a massive one, but I think now I have to do it :)
aveBrian  [author] 29 Apr, 2018 @ 2:53am 
@SoAschaa I believe I can. I'll get on it today when I get off work, might take me a couple of days though. You're going to have to show me this massive elevator when you're done making it. I'd love to see it 😊
SoASchas 29 Apr, 2018 @ 2:37am 
Works just brilliant Thx alot.

Another Question
I don't want to sound over demanding nut do you think you can do the same with rotor and piston based doors for some really big elevators?
aveBrian  [author] 28 Apr, 2018 @ 10:20pm 
@SoASchas All done 😊
aveBrian  [author] 28 Apr, 2018 @ 3:32pm 
@SoASchas. Thanks for the feedback. I hadn't considered using hangar doors. I'm sure I can set something up to automatically detect whether the door has finished closing or not before moving. Stay tuned :)
SoASchas 28 Apr, 2018 @ 12:11pm 
Loving your script. So easy to setup.
Just one question. Is it possible to add some sort of wait function till the doors are closed.
Especially hangar doors are a serious safety issue :steamhappy: because they take so long to close.
CTH2004 26 Apr, 2018 @ 1:13pm 
NP!

I'm semi-new, and I just looked there, saw edit, and thought: "Sure, why not" Now, that's my change log!
aveBrian  [author] 25 Apr, 2018 @ 8:11pm 
Thanks! Yeah, I'm new to publishing, I'll have to check that out. Thanks again 😊
CTH2004 25 Apr, 2018 @ 5:59pm 
Awsome!

And, you should consider using the change notes for a change log! :)