Space Engineers

Space Engineers

SmartHangar Sensor
21 Comments
bigbadvoodoodady_1 22 Jan, 2016 @ 6:32pm 
Ok... Also, does this require a programmable block, guessing it does, and timer, or did you somehow directly alter the code of sensors.
bigbadvoodoodady_1 22 Jan, 2016 @ 6:30pm 
What's the name of the script in the "Scripts Screen"... just a hint, you may want to make it the exact same name as your Mod name... just sayin
bigbadvoodoodady_1 22 Jan, 2016 @ 5:11pm 
Would there be a way to add in some simple functionaliting for turning on and off lights and speakers (sirens?)
Professor Nipples 23 Apr, 2015 @ 2:19am 
Simpler the better!
TaikoDragon  [author] 22 Apr, 2015 @ 11:48pm 
What is the community's wish on replacing the complex naming with a simple terminal group system of choosing all the appropriate blocks?
TaikoDragon  [author] 22 Apr, 2015 @ 11:05pm 
I haven't updated this for use with airtight hangar doors yet.
Professor Nipples 22 Apr, 2015 @ 6:11pm 
HI there, is this mod still updated? Does it work on the air tight hangar doors?
TaikoDragon  [author] 18 Nov, 2014 @ 4:18pm 
No, one sensor can work for that. I'm am looking in issue where the detection area is not correctly aligned. is some directions.
Agamemnonas73 15 Nov, 2014 @ 4:11pm 
yes i have a 2 parts door and using 2 rotors for each part.now if the doors are open if ill stand infront of them the rotors closing the doors and if im moving away the doors are opening.maybe i have to put 2 sensors also?thx for your help man :)
TaikoDragon  [author] 10 Nov, 2014 @ 12:33pm 
This script is meant to do the same thing. This uses a sensor to get the settings for detecting players and objects since that's what sensors are good at. What are the names of the sensor and rotors? It sounds like you want one sensor to open a 2 door opening?
Agamemnonas73 9 Nov, 2014 @ 2:52pm 
there is a script that works on doors and the name is autodoor.if you are standing at front side the door is open and if you are away the door is closing.maybe im doing something wrong or maybe the script is for 1 rotor who open/close the door because me im using 2 rotors for 2 doors (1 left,1 right).its like a big hangar door if u know what i mean.sorry my english is poor :/
TaikoDragon  [author] 31 Oct, 2014 @ 12:20pm 
@Agamenonas73: What do you mean by "do it like autodoor script"? What will be easier
Agamemnonas73 31 Oct, 2014 @ 6:38am 
nice work man !!!can you do it like autodoor script?it will be easier :D
anyway thx for the script.keep it up :D
Daegan Jukes 24 Oct, 2014 @ 8:10pm 
severely un discovered script you got here. good work!
TheAngrySquirrel 24 Oct, 2014 @ 4:12pm 
The intention for the gyro option was actually for use on torpedos, using this with the 'enemies' option, combined with the logic from the 'auto follow drone' example to create a torpedo that follows an enemy after launch. I wanted my torpedos to only trigger on an enemy vessel or station, as they're incredibly powerful the way i have them built.
TaikoDragon  [author] 23 Oct, 2014 @ 9:27pm 
Doors are certainly possible. As for Gyros, while I could turn them on and off, the script only looks that the current grid, it doesn't search subgrids like those attached via pistons or rotors. I will have to look into how that may be possible without breaking existing functionality.
TheAngrySquirrel 21 Oct, 2014 @ 1:23pm 
As an added thought, I've gotten this script to work with the doors twice, but have been unable to get it working since, making me think it was a fluke, as both times it was after i had opened and closed them with a button.
TheAngrySquirrel 21 Oct, 2014 @ 1:01pm 
Can you please make this work with the 'OnOff' option for gyros as well?
Also, If possible, it would be very helpful to have this work with the open/closed function of 'door' objects, as I have a few mod-added doors that have tiny (or no) hitboxes, so the autodoor script doesn't work for them, except to keep them closed.
Coastal Grandmother 9 Oct, 2014 @ 12:10pm 
oh ok sounds good
TaikoDragon  [author] 9 Oct, 2014 @ 11:15am 
This mod augments what sensors do, so that you can have a blast door or gate only open for friendly ships/players. Instead of linking the action to the sensor, this uses a naming convention to pick which pistons and/or rotors to Reverse
Coastal Grandmother 9 Oct, 2014 @ 9:07am 
I don't understand what this does