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and even if it did trigger, the next check would throw an error if the block being referred to was not a cockpit block.
I am confused. The "if" statement you are referring to is a gate that is checking if the property being referred to is a cockpit property. this would not trigger on any Projector properties that I know of.
else if(property.Length > 1 && (locationAndMovement.Contains(property.ToLower()) ||
locationAndMovement.Contains(property.Substring(0,property.Length - 2))))
{
else if(false && locationAndMovement.Contains(property.ToLower()) ||
false && locationAndMovement.Contains(property.Substring(0,property.Length - 2)))
{
^ This throws an index out of range error if the property is just 1 letter long (like in the Projector Y values!)
Editing it fixed the bug
https://gtm.steamproxy.vip/workshop/filedetails/discussion/694296356/591773365282308220/?tscn=1749219135
You're welcome :)
Use the "Number of" to reference the number of blocks with a specific name that are present. check the variable to see if it doesn't = 0 and then do your logic.
See the guide for how to use "Number of"
I want to run a programable block on another grid, but that of course only works if EA can find the block. I can’t find anything in the actions or properties that could help me here. I even tried reading the text of an lcd panel (MMasters Automatic LCDs has a docked command) but that didn’t work. It would already be enough if your script would just continue a code block when a run command cannot be executed. Any ideas? I take every workaround you got :)