Space Engineers

Space Engineers

Froid's Fleet Threat Indicator v1.1
21 Comments
Titan Nya 20 Dec, 2023 @ 10:35am 
Well... Got some exceptions about input string, trying to figure out what is happening (commenting and decommenting part of the script and adding some echo (and making another one a comment as it seems to clutter the output) to figure out where the problem is...)
Problems found:
-line 230 to 233 make an exception (I don't have an LCD for it yet (well cockpit have) no check if no lcd present or something?
-line 368 Dictionary changed to IReadOnlyDictionary and this part is solved (thx to an update as github have last change listed 5 months ago)

Any chance to update or did you quit modding?
Sir Connery 15 Jul, 2022 @ 5:26pm 
Wow. Is it possible to add Timer Block activations for specific threat levels instead of Soundblocks?
KPD 27 Oct, 2021 @ 9:17am 
Ah alright thank you!
Sigmund Froid  [author] 27 Oct, 2021 @ 8:21am 
Depending on shield strength it adds to the relative threat.
KPD 27 Oct, 2021 @ 7:42am 
How does this config with the shields?
Sigmund Froid  [author] 23 Jul, 2021 @ 2:36am 
Should be fixed now, sorry.
mppc2001 22 Jul, 2021 @ 3:25am 
Sadly not doing anything. Hope it gets updated.
jbo96 31 May, 2021 @ 11:19am 
@Sigmund Froid, Does this script still function? I cannot seem to get it to work. Thanks
sed_and_awk 4 Feb, 2021 @ 10:52am 
Is this still being updated? really want the fleet vs fleet part
Sigmund Froid  [author] 16 Sep, 2020 @ 12:51am 
WeaponCore considers connected grids as one threat I believe, so it might be related to that. (Btw those connected grids will still be targetable which enables players to target rotor turrets directly)
Abisius Xarvenius Carbensius 16 Sep, 2020 @ 12:13am 
shortest weaponrange 1km, longs weaponrange 7.5km enemy distance aorund 2-4km as it happened, so it shouldnt be because of leaving range.

it happend with the ground invasion drones from modular encounters at the moment where the transport cehicle dropped the ground vehicles.
Sigmund Froid  [author] 15 Sep, 2020 @ 10:49pm 
This might happen if they are far enough apart that one can constantly leave weapon range for a short time span and then reenters it. If all ships would always in weapon range this won't happen, as I tested with 5 enemies before. However with a bit more time I might be able to make some changes to avoid double tracking in a small amount of time, can't guarantee it will come today though.
Abisius Xarvenius Carbensius 15 Sep, 2020 @ 3:04pm 
more than 5 enemys seam to bring the script to constantly retrigger the sound blocks, ending in a weird sound.
same happens with the lcd panels.
Sigmund Froid  [author] 14 Sep, 2020 @ 10:18am 
a setup guide has been added.
Sigmund Froid  [author] 14 Sep, 2020 @ 8:13am 
Sadly afaik I'm only able to differentiate between grid and not-grid so it would also react to projectiles.
Abisius Xarvenius Carbensius 14 Sep, 2020 @ 8:06am 
just a smal idea that just popped into my mind shitting the hell down the pipe. how a bout different sounds for characters (astronaut, spider, wolf) and grids (small, large, station) so that you can hear form the sound if someone in on foot or coming with a grid
Sigmund Froid  [author] 14 Sep, 2020 @ 7:52am 
Edits are on the way, a setup guide will follow soon-ish as I'll need to make some screenshots for that. On this note: I actually forgot that the script already ignores meteors and projectiles. so you should be safe to just set it to 0 (0.1 wouldn't actually work as the script needs an integer, I could change that though)
Abisius Xarvenius Carbensius 14 Sep, 2020 @ 6:28am 
just grids not projectiles. maybee putting together a short setupguide could be helpfull, there are uaranted soem players out there that need it ;)
Sigmund Froid  [author] 14 Sep, 2020 @ 6:21am 
0.1 as 0 would cause meteors and projectiles to cause it aswell (except if you want that but it has proven to be able to cause quite some lag).
Abisius Xarvenius Carbensius 14 Sep, 2020 @ 6:18am 
is it maybee possible to alter the scrip so that it no longer causes alerts for disabled enemy ships?

lol, didnt see you already answered it and wanted to alter the post ;)

which number to put into the threat trigger to let every shiptype trigger an alert?
Sigmund Froid  [author] 14 Sep, 2020 @ 6:16am 
I'll need to tinker around a bit but it should be possible. I'll report back when it's done.