Space Engineers

Space Engineers

92 ratings
UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar
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Type: Mod
Mod category: Block
File Size
Posted
Updated
22.298 MB
8 Mar, 2019 @ 11:25pm
3 Jul, 2020 @ 11:24pm
24 Change Notes ( view )

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UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar

Description
*** Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work! ***


I hadn't been using my old droid because, when I made him, I had zero modelling experience and it showed. Ugly! I missed his little chirps and beeps so figured I'd use my just-over-zero modelling experience to make him look better.

In essence he is a programmable blocks, with a few added extras:
* You can change the colour of his status lights
* You can trigger 20 different sound effects
* He looks way better than the vanilla PB
* He looks around and will let you know he's there with some droid chat
* If placed on a large block, he can assume any of five positions. Scroll to change.
* He'll try to get you out of trouble if your ship gets a bit shot up. Basically, any terminal blocks within 10m which are damaged (not deco'd by grinder, damaged by gunfire/explosion/collision) he'll attempt to repair. He's not magic, he works a little slower than a regular welder and only on one block at a time, and he doesn't repair armour blocks, but he's a master of salvage and doesn't require any components so he might just get that shot-up jump drive working in time for you to escape.

NEW FEATURE: Pseudo-radar! Your astromech friend can now detect grids based on their reactors' output levels. It's the same code as in my standalone pseudo-radar mod http://steamproxy.net/sharedfiles/filedetails/?id=2051825134 so duck over to that page to see how it works.

NEW NPC-ONLY FEATURE: 3 new functions can be used on NPC grids (faction tags longer than 3 characters) only.
bool ok = Me.GetValue<bool>("JumpIn");
bool ok = Me.GetValue<bool>("JumpOut");
bool ok = Me.GetValue<bool>("JumpTo");
JumpIn will create a flash of light to simulate an NPC ship exiting hyperspace. All NPC grids will automatically do this when they spawn anyway.
JumpOut will create a "warp" particle effect as if an NPC ship is about to enter hyperspace.
JumpTo will cause a NPC ship to do a hyperspace jump to another location. This doesn't automatically trigger any effects. This will fail if the block's CustomData field doesn't hold a valid Vector3D, such as:
X:555.555 Y:2000 Z:-3000

CUSTOMISATION:
To change his light colours, just edit his CustomData field. For example:
Ready: Green
Working: Red
will make his round light green, and the two square lights red. There are dozens of colours. Note when he's is turned off or damaged, the lights will both be black. If he's animating he'll also make his own mind up about light colours.

To play a sound, add the following to his CustomData field:
Play: #
where # is from 1 to 20. The sound will loop every five seconds, and when he's looking around. Handy for an audio cue when your shields are low, your ammo has run out, or anything else you can think of. If he doesn't have a sound allocated he'll chat away randomly whenever he moves his head.

He's just over 2 small blocks high (1.2m ish) so if you pop him on a small grid, you can almost hide him from incoming fire on top of an X-Wing with two blocks. I made the collision box small enough to allow him to fit into a 1x3x1 space even though he's slightly wider. His model is identical whether you put him on a small or large grid.

Let me know if you strike any issues, he should be pretty reliable. A bit dirty, though.
Popular Discussions View All (1)
0
23 Mar, 2021 @ 2:12pm
Port to Xbox?
Ricky Martin
62 Comments
Macca1508 15 May, 2022 @ 2:21pm 
No worries Jonn19 thanks for your work on this one great mod, aye not a game breaking bug for sure and as soon as I wrote that I had maybe an hour of it not happening so seems mostly good.
jonn19  [author] 14 May, 2022 @ 5:17pm 
Thanks for the comments team. Macca that issue comes and goes with different updates, I'm not sure how to fix it but I'm on the dumb end of the modder scale :) so hopefully someone else will.
Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!
Macca1508 10 May, 2022 @ 11:08am 
Hi, great mod, anyone else getting when a ship moves and the head does not stay attach and while I leave it stays in place?
Shrekalekalakes 9 Mar, 2021 @ 3:53pm 
best mod in SE
jonn19  [author] 18 Feb, 2021 @ 4:54am 
Interesting Solestius, it works for me both SP and on a DS. I have had a couple of weird issues with mods not downloading properly, have you tried unsubscribing, restarting steam and resubscribing?
Solestius 17 Feb, 2021 @ 6:13pm 
I do not think this mod is save game friendly. Can you adjust this?
Solestius 17 Feb, 2021 @ 6:11pm 
I really like this mod and have used it in the past and want to use it again, however, it is no longer showing in the available mod list and I do not have it loaded as an active mod. Why is this happening?
Nickumtoo 23 Dec, 2020 @ 7:17pm 
If I may request it, would it be possible to give this the remote control block functionality as well? If not that's fine, it's not too difficult to hide a remote control block in builds, but it would be neat if my little buddy could actually pilot my starfighter for me. ^^
HeavyMetalClown 5 Dec, 2020 @ 7:33am 
Thanks a lot for the effort!
jonn19  [author] 4 Dec, 2020 @ 5:52pm 
HI Gnome, probably some change to the damage system in an update. Unfortunately when updates change parts of the system code there is no info about that so it ends up being a case of having to re-decompile the code and try to work out what's changed... I shall look into it.