ActiveRadar Einen Radar Deko Block aufstellen Per 'di' dessen Position ermitteln Ein LCD aufstellen und wie folgt benennen Scan=[X,Y,Z]=[LCDSize]=[ScrollLines] also z.B. wenn der Radarblock auf 1,137,0 liegt, das LCD eine Schriftgröße von 50% haben soll und ab 100 Zeilen scrollt. Scan=1,137,0=50%=100 Das Script findet ihr hier https://github.com/GitHub-TC/EmpyrionScripting-Collection/tree/master/Scripts/CV und kopiert es einfach in das Verzeichnis [EGS]\Saves\Games\[Savegamenane]\Mods\EmpyrionScripting\Scripts\CV ============================================================ ActiveRadar Set up a radar deco block Determine its position with 'di' Set up an LCD and name it as follows Scan = [X, Y, Z] = [LCDSize] = [ScrollLines] e.g. e.g. if the radar block is at 1,137.0, the LCD should have a font size of 50% and scroll from 100 lines. Scan = 1,137.0 = 50% = 100 Code: You can find the script here https://github.com/GitHub-TC/EmpyrionScripting-Collection/tree/master/Scripts/CV and simply copy it into the directory [EGS]\Saves\Games\[Savegamenane]\Mods\EmpyrionScripting\Scripts\CV
Hi, I'm using your scripting mod for quite some time und I love it. Last night I downloaded and installed your new script "Active Radar". On first sight, it seemed to work, but unfortunately I ran into some problems. 1. When changing the playfield, e.g. jump to another location, the script freezes. Thanks to the clock you put up with it, this is easy to see. The only way to get it back to work, is, quit the game and restart it. 2. May be it's only me, but I never get all asteroids in any sector. Only those I am close to (~3000m) show up on the LCD. At this distance I can almost see the asteroids myself. I might have set up something wrong or .. Not sure, if this makes a difference, I play the scenario with the five stars and started off at Akua. Game version is 11.5.7 2784 Any help is welcome Homunk
Have you installed the 4.8.5 version of the ScriptingMod? Do you play in SP or MP? Note: After a playfieldchange the script have a delay of 30s for start.
the new Scripts and the Scripting Mod 4.8.6 are available and may be fix this https://github.com/GitHub-TC/EmpyrionScripting-Collection/tree/master/Scripts/CV https://github.com/GitHub-TC/EmpyrionScripting/releases
The last 2 days I played a little with the two scripts ActiveRadar and ActiveAntenna and found the following: To my surprise the script Active Antenna showed everything within the given distance, including asteroids. This would make the other script obsolete. However, when you get closer to an asteroids location (~< 2900) the asteroid disappears from the list on the LCD. But by then you almost see the asteroid. It seems the reason for the script ActiveAntenna to show also asteroids is the word "proxy" in this line: {{#entitiesbyname '*' 20000 'BA,CV,SV,HV,EnemyDrone,TroopTransport,Proxy'}} After I added this little word to the respective line in the ActiveRadar script, all asteroids showed up in the list on the LCD and asteroids don't disappear from the list when you close in. So far, so good.. Unfortunately I still have the problem with the script freezing after a transition from one playfield to another.
The problem is that the proxy can of course be almost anything ;-) In the SP, unfortunately, there are some bugs regarding the new mod interface. Unfortunately, the playfield change with a ship is part of it. The ship does not appear in the lists for the mod :-(
i see you conyinue to follow this script on git hub. Does it work on multiplayer server ? Can we add somme realistics types of radars ? or screen mods ? make it showing relative position from radar position, not in world ? or only vectors from it ? can we devellop a graphical pseudo interface . What happened if radar will be destroyed until script is online? What happened if there is more than one radar on structure ? I'm interested in modding, could you tell me a good learn source to understand scripting method in empyrion ?
Yes, but needs to be hosted on the server side. I'm not sure what you define as "realistic"... but there are scripts for various functions. https://empyriononline.com/threads/mod-ext-empyrion-scripting-scripts.92458/#post-388800 I If the radar is destroyed, it will disable the functions of the script, rightfully so... You can only reference one 'device' at a time per 'script' input. You could place multiple scripts however to reference each device, and have multiple setups.