Space Engineers

Space Engineers

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Alarm-System / Anti-Hack (Script)
   
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2 Jan, 2015 @ 1:37pm
3 Jan, 2015 @ 5:18am
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Alarm-System / Anti-Hack (Script)

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

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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 deactivated itself once all Blocks are fixed.
4) Alarm cannot be deactivated unless all damaged Blocks are fixed.

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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.

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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!

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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

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REST WILL FOLLOW SOON!
16 Comments
Hermann 25 Jun, 2021 @ 11:48pm 
rip
SevenSins  [author] 31 Aug, 2016 @ 9:06am 
I started updating it, had some trouble at first since i've had to read through all recent changes to figure out what I needed to change to get it back to work. Added some new features while i was at it and overhauled it in general. Was about to add another last feature to it when i had to realise the last update broke it again. I'm currently waiting for Keen to finish their "bugfix" phase and get back into adding features since it seems that every new update changes the Mod API and I ain't got much time to work on my scripts and update them every week. But I'm still onto it. Just waiting for Keen to stop updating the Mod API every single week.
Tyco75 31 Aug, 2016 @ 8:52am 
So is this script dead? Last update from the author was over 2 months ago and its still broken. :steamsad:
SevenSins  [author] 1 Jun, 2016 @ 5:55am 
Due to changes to the Programmable Block this Script currently isn't working anymore. I've just checked it and made some notes on what i need to change and want to add.

I'll be rewriting this script completely and add new or requested features such as flashing LCD panels, changing antenna/beacon names to broadcast warning messages, timer-block trigger, self destruction method, expanded and easier user settings etc.
SevenSins  [author] 3 Jan, 2016 @ 3:37am 
Yeah. It passed some time since this was released^^
The Devs might have changed something when releasing their free rotation Grid system. Not sure about this.

I'll have a look when I get to play SE again :)
PlayerXover9000 2 Jan, 2016 @ 7:00pm 
not working for me i tried also the world.....
this line is corrupted.... "var blocklist = GridTerminalSystem.Blocks;" i tried to change in "var blocklist = new List<IMyCubeBlock>();" but still not working
LeonserGT 20 Sep, 2015 @ 4:59am 
Well, almost perfect - last thing I need is timer triggering :)
Notice me if you'll update it here, in comments :]
SevenSins  [author] 20 Sep, 2015 @ 4:54am 
I'll see what I can do :)
And yes it will detect grinding.
LeonserGT 20 Sep, 2015 @ 4:16am 
Hey, maan, can you update it please? I need only one more feature: script must trigger "alarm timer", in which I can add anything I want. Turrets and "pirate antenna" (for calling reinforcements) mostly. Can you do that please? :)
As I understood, that script also detects grinding?
SevenSins  [author] 3 Jan, 2015 @ 4:14am 
I'll be adding some comments to this script that explain what every particular line does. Maybe that helps you to understand the script and write one yourself / editing other scripts to your likings.