Space Engineers

Space Engineers

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FTL Scripting
   
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374.685 KB
30 Jun, 2016 @ 9:27pm
3 Mar, 2020 @ 12:06am
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FTL Scripting

Description
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 Comments
Gwindalmir  [author] 2 Jul, 2016 @ 12:41pm 
@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.
smith3700 2 Jul, 2016 @ 11:28am 
I'm getting an error with this script:
"Object reference not set to an instance of an object."