Space Engineers

Space Engineers

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FTL Scripting
   
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30 jun 2016 om 21:27
3 mrt 2020 om 0:06
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FTL Scripting

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This is a sample on how to access the new properties and actions in the FTL mod.
If the FTL mod has loading errors, then this script will not work.

// FTL test void Main(string argument) { var ftl = GridTerminalSystem.GetBlockWithName("FTL Jump Drive"); if( ftl != null ) { var state = ftl.GetValue<string>("Phoenix.FTL.State"); Echo("State: " + state); Echo("TimeRemaining: " + ftl.GetValue<long>("Phoenix.FTL.TimeRemaining").ToString()); Echo("JumpDistance: " + ftl.GetValueFloat("JumpDistance").ToString()); Echo("JumpDistanceInMeters: " + ftl.GetValueFloat("Phoenix.FTL.JumpDistanceInMeters").ToString()); if( state == "Idle" ) { ftl.SetValue<Vector3D?>("Phoenix.FTL.OneTimeDestination", new Vector3D?(new Vector3D(10, 10, 10))); ftl.ApplyAction("Jump"); } } else { Echo("Block not found"); } }
2 opmerkingen
Gwindalmir  [auteur] 2 jul 2016 om 12:41 
@smith3700, If the mod has an error, this script won't work.
Currently the mod itself isn't loading my additions, I'm working on that now.
TheRealPeltier 2 jul 2016 om 11:28 
I'm getting an error with this script:
"Object reference not set to an instance of an object."