Space Engineers

Space Engineers

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Show Damaged On HUD
   
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16 mei 2015 om 14:07
24 okt 2015 om 5:20
4 wijzigingsnotities (weergeven)

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Show Damaged On HUD

Omschrijving
v0.37 (1.105 game compatibility, Ability to turn HUD on and off + Fix thruster renaming)
In-game script by MMaster

Shows all damaged blocks on station/ship on HUD. Also shows blocks which are in construction (when someone grinds them).
Automatically renames the blocks when they are damaged and renames them back when they are repaired.

Make sure you have active antenna on station/ship otherwise it will not show up on HUD.
Also make sure that Programmable Block has same ownership as other blocks otherwise it won't be able to show them on HUD.


If you want to turn it off temporarily / using button:
* Run the programmable block with argument "off" (without quotes).
* This will automatically rename any damaged blocks back and disable show on hud on them.

To turn it back on:
* Run the programmable block with argument "on" (without quotes).


Looking for LCD damage report?
My Configurable Automatic LCDs have Damage command showing detailed damage info.
https://steamproxy.net/sharedfiles/filedetails/?id=403921671

If you like this script please give it positive rating, if you don't like it please let me know why so I can fix it or learn from it. Thank you!

This is just core of the script - suggestions are welcome. I can imagine having actions to disable the display and hide all shown blocks. Displaying it only for certain block group. Maybe even LCD display showing destroyed blocks. Tell me what you want :)

VIDEO GUIDE:
http://www.youtube.com/watch?v=QbKHSkzSskg

QUICK GUIDE:
1. Load this script to programmable block
2. Setup timer block actions: 1. run programmable block 2. start timer block
3. Set timer block delay to 3 or more seconds (it will check the blocks at this rate).
4. Done

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHECK MY OTHER MODS (almost all 5 star)
http://steamproxy.net/id/mmaster/myworkshopfiles/?browsefilter=myfiles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Watch my Steam group: http://steamproxy.net/groups/mmnews
Twitter: https://twitter.com/MattsPlayCorner
and Facebook: https://www.facebook.com/MattsPlayCorner1080p
for more crazy stuff from me in the future :)
Populaire discussies Alles weergeven (1)
0
22 apr 2016 om 12:29
Bug, I think
Engi
67 opmerkingen
Niceguygamer 16 mrt 2021 om 17:10 
Also a feature to have a timer block start when that specific group of blocks gets damage.
Niceguygamer 16 mrt 2021 om 17:09 
I'm not sure if your still managing this script but can you please add a feature. This feature is to have specific blocks to be only shown in the Hud like specific groups. Like you said in the description :)
Avos 18 aug 2020 om 3:43 
This is honestly an underrated script. Having live updates for damage sustained is always a great feature.
Master_Nick 23 feb 2020 om 11:35 
I updated your script to have zero warnings and auto update ->
https://steamproxy.net/sharedfiles/filedetails/?id=2005657823

cubesteak 14 aug 2019 om 18:48 
Would love an official update... :) Thank you mmaster for your kind consideration - your stuff is awesome!
Dragonlord 17 mrt 2019 om 3:56 
It Works non the less thank alot a@Zerris lso is there a way to show only of one grid and not all blocks owned?
Dragonlord 17 mrt 2019 om 3:14 
What about the error @Zerris with iterminal? It says it is absolete.
Zerris 4 mrt 2019 om 22:18 
For those curious, to get this script running again without error all you need to do is change two items in the code.Which is "block.SetCustomName", it needs to be replaced with "block.CustomName =".

For example:

block.SetCustomName(NAME_PREFIX_CONSTRUCT + b_name);

Becomes:

block.CustomName = (NAME_PREFIX_CONSTRUCT + b_name);

Obo the Hobo 14 jun 2018 om 13:31 
well, 5 days later, this mod has errors. So yeah.
Nickzoid 9 jun 2018 om 22:00 
Hello people from the future
As of June 9, 2018 This mod still works. To make this script run without a timer block, add this function just above Void Main
------------------------------
public Program()
{
// Set UpdateFrequency for starting the programmable block over and over again
Runtime.UpdateFrequency = UpdateFrequency.Update100;
}
------------------------------

This mod is simple and does exactly what I want, which is to identify damaged blocks.
Sometime in the future, users may have to deal with the depreciated SetCustomName. Should be an easy fix though