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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.
if (DisplayBlock != null)
{
//((IMyTextPanel)DisplayBlock).WritePublicText(strInfo);
//((IMyTextPanel)DisplayBlock).ShowPublicTextOnScreen();
}
As a work around try grabbing the code here MyBuddy [www.hilands.com]. Should be able save that file, open it with your favorite text editor, like notepad, then copy and paste it into the game.
Should be safe to ignore any compiler "warnings", if you get any "errors" let me know.
If in game scripts are setup and enabled properly, place a programmable block you'll need to access the block in the terminals control panel. Select the programmable block click Edit, click the Browse Scripts button and double click the script from the list. The code will then be transfered to the programmable block, hit the ok button (ignore the warnings from check code if you get any). The script should automatically run and display some information in the detailed information section (bottom right area in the terminal).
I'd recommended trying this in a test world or at the very least saving your game before trying new things out.
I've fiddled around some with the old antenna network API and the more recent from 1.190. Think the part that got me was the desire to get all the rotations sending quaternion and matrix directions to keep the alignment of the following ships; then of course being able to have multiple drones in a set formation or a keeping a relative position. I've gotten some great code snippets to do some of the functionality, gyro rotations, the alignments, thruster movement, node reporting, and some basic formations but in all honesty I'm a noob with this stuff so it takes me a bit to get things working "right". It is definitely something I've been working on but don't know if it will come to fruition.
Thanks!
Couple things to try:
1. Sounds like the sensor setup to pick up more than players, make sure your sensor block is only set to pick up players. If your drone is acting like a dog scooting its butt in circles on the carpet it's most likely picking up the planet. Detailed information section of the Programmable block has a should output the Target. You can also set a PriorityTarget in the CustomData field to only have it follow a specified player.
2. Sometimes the Remote Control block glitches typically the drone will just turn to your direction and not move. Reloading the save or copying and pasting the grid should fix it. Typically it will just turn a direction and look at you.
@Dr.MoonShine Cameras can use Raycasting features to detect players and other objects, however they work more like laser pointers. It's possible to get better range, but to counter the pinpoint accuracy you'd need more proccessing cycles.
And could you make this work with wheels?
The new settings seem to work pretty well, btw. Thanks for looking into this.
One suggestion - when I write scripts that take settings from Custom Data, I add a command to initialize the Custom Data field with blank settings. You might want to add that to MyBuddy at some poin.
Thanks again - your code has made Capuchin a useful, if beastlike, helper drone.
I fixed up the CustomData field of the PB with this version. It's easier to edit configs and those configs are checked during world loads, recompiles, etc. I did a few minute test with Capachin and added this to the configs below, run with the argument LoadConfigs or recompile for changes to the customdata field to take. Turned off the close-in sensor and Capuchin seemed to be happy, tweak it to your likings Distances are all in Meters.
CheckDistance = 10
AltitudeDistance = 2
BehindDistance = 5
Hybernate = false
VelocityPrediction = false
PriorityTarget = none
Looks like I forgot to update the description with the config info, must be burried in the "change notes" up and over that way --->
I'll keep an eye out for your more drones on your workshop, the Ardoss Sky Rat looks awesome. Might use him as a test subject with some of the other projects I'm working on!
Cheers :)
A lot of cool things were added to the scripting API since I started this derpy code. I had an itch to come back to this project and spruce some of it up, excellent timing on the comment thanks!
@remethep thanks for sharing the video, loved it! The flying pig for lonely players in space, thanks for the laugh!