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CRAZY
Just sayin'
I initially had some trouble understanding/defining subaddressing.
After a while of guessing, I understood it - so here's a little explanation for dummies like me! ;D
How to handle the parameters> primary,Timer Block 1
name to call from remote real name of the addressed block
fe1, Timer Block fe1
Receive timer subaddresses=
|fe1,Timer Block fe1
|fe2,Timer Block fe2
If the receivers name is forexample this will be called from remote as
"trigger foreexample fe1" or "trigger foreexample fe2"
The subadresses will not work for only one defined subadress and its also unnecessary.
Only one line in the receive timer subaddresses section wont work.
No, I'm connecting with a connector, not a merge.
↓Video of when the problem occurred
https://d.kuku.lu/ctefm7w2y
↓Video of normal operation
https://d.kuku.lu/pg7gb5rum
I built a ship that can carry two drones that automatically return and dock. I am using this script to send a return signal to the drone that sent it, but only one of the two drones did not return even after I sent the signal. Both drones use the same UID, and if I directly recompiled the script for the drone that didn't return, it would work, but without recompiling, it wouldn't work no matter what I tried. Is there any solution?
(supplement)
This event occurs the first time the world is loaded.
Which according to the above is expected behaviour so user error :D
Thanks for your help before.
Would it be possible to have this script not require a recompile to recognize the custom data changes?
I am using another script I wrote for setting up a new carrier drone (trying to make it as automated as possible) and in that script I'm parsing the custom data of my SHART PB to update with the correct information, however, it still requires the user to go in and hit the recompile button which could be easily missed during setup of a new drone and as far as I know there is no way to trigger a recompile of another PB block.
The only way the script would not report an error and also fail to trigger the assigned timer is if the timer it is pointing at is inoperable via damage, power overload, or just plain doesn't exist any more.
A manual trigger of the timer through the ctrl-K menu into its terminal caused it to fire off just fine.
2. No warnings and I checked the antenna was fully operational and functional, I also recompiled all scripts with no change.
3. Potentially, I start fresh with the drones before using a script to spawn in a Battle. I've been tweaking drones based on outcome, they should be pristine before the fight though.
I've found a workaround, I used your other script for renaming and made each Drone have a suffix of Drone 1, Drone 2, etc. then in the PB I gave them all a Unique ID and added then made a timer block to call them all back by passing the command 'trigger Drone1' then 'trigger Drone2' etc. that seems to work just fine.
1. Are these drones being built from a projection?
2. Is there any warning about the timers or antennas not being found?
3. Has the drone experienced any damage when this error occurs?
I've been using this with automatons to make a return to base command. It works most of the time, however, sometimes the drone will show the recieve command on the SHART PB on the Drone, yet it doesn't trigger the timer, yet it works on the other 5 drones and triggers their timers.
I've checked and double checked the settings and I'm not sure why it happens. I'm sending it to 6 drones at once - any tips on how I can troubleshoot?
I would be down to make some content related to using the script since the update if you're alright with that Whiplash141
Nothing has been changed since I made it work back then.
|open1, OpenHangar1T
|open2, OpenHangat2T
I used lowercase "L" instead of pipe "|".
Now it's fine.
But a suggestion, when I used L instead of |, it overwrote the entire custom data I had. Throwing an error or smth similar would be a bit more user friendly imo.
When I recompile the programmable block, it overwrites everything I changed in the custom data (i.e. unique id, subaddresses, etc...
No error or anything outputted.
Love your scripts, can't imagine playing SE without them. Thank you!
2. Jump drives can only be triggered by a player in a ship controller. That is a built in game limitation
I didn't find it and made my own.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2808968252
That's in the instructions...