Space Engineers

Space Engineers

Not enough ratings
Alarm-System / Anti-Hack (Example Map)
   
Award
Favorite
Favorited
Unfavorite
Type: World
File Size
Posted
Updated
1.550 MB
2 Jan, 2015 @ 1:37pm
3 Jan, 2015 @ 8:22am
3 Change Notes ( view )

Subscribe to download
Alarm-System / Anti-Hack (Example Map)

Description
GET THE EXAMPLE MAP HERE!
http://steamproxy.net/sharedfiles/filedetails/?id=367994840

-------------------------------------------------------------------------------------------------------------------------------------- 

FEATURES
1) Constantly checking all Terminal-Blocks on the same Grid for Sabotage / Hacking.
2) When it detects damaged Blocks it Triggers:
- All Lights named "AlarmLight"
- All Sounsblocks named "AlarmSound"
- All Doors named "SecurityDoor"
3) Comes in 2 different Variants:
- Manual-Mode: The Alarm needs to be deactivated manually via a Control Panel
- Auto-Mode: The Alarm does automatically deactivate itself once all Blocks are fixed.
4) Alarm cannot be deactivated unless all damaged Blocks are fixed.

-------------------------------------------------------------------------------------------------------------------------------------- 

ADDITIONAL TIPS AND INFORMATIONS
There is only one way of bypassing this Security System. Grinding down the Programmable Block FIRST. But that's no problem for us!

Here are two solutions to get rid of that issue:

1) Put the Programmable Block into a separated Room that is covered by one or more Sensors which Trigger the Alarm once anyone enters that Room.

2) Place a second Programmable Block with the same Script anywhere on your Facility so if one of the two gets grinded down the other one detects it and Triggers the Alarm.

Even if you got a Traitor in your own Faction that has full Access to the whole Facility and the Console to disable the Alarm. He still can't do anything. The Alarm Triggers no matter who damages one of the Terminal Blocks. Also he can't even deactivate the Alarm as long as there are damaged Blocks. You would need to repair every single one of the Blocks and THEN you can deactivate the Alarm.

There will be more Features added in the Future like displaying damaged Blocks on HUD so you can see where the Hacker exactly is or at least was and so on... You'll find a full List of planned Features on the Bottom of this Description.

-------------------------------------------------------------------------------------------------------------------------------------- 

IN DEPTH EXPLANATION OF CODE
Got any questions to a particular Line of the Script? Tell me and i'll be explaining it in this Section!

-------------------------------------------------------------------------------------------------------------------------------------- 

REQUIREMENTS
- Programmable Block
- Alarm-System / Anti-Hack Script
- Timer Block
- Button Panel (Manual-Mode only)
- Any Number of Alarm Lights
- Any Number of Sound Blocks
- Any Number of Security Doors

-------------------------------------------------------------------------------------------------------------------------------------- 

REST WILL FOLLOW SOON!
4 Comments
patrikcath 27 Mar, 2016 @ 2:11pm 
imagine building underground base in multiplayer with it :D
SevenSins  [author] 25 Mar, 2016 @ 4:34am 
Yeah it would go wild. You should really turn it off if you're in a longer fight or it'll drive you insane xD
Rubrici Acel 25 Mar, 2016 @ 3:50am 
The only backdraw I see (without having actually tested this script, so please excuse me if I'm wrong) is that the alarm system would be running wild in battle. Still great if battle damage isn't a factor in your build.
Álvaro 23 Sep, 2015 @ 1:14pm 
Nice