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Zgłoś problem z tłumaczeniem
The latest SE update seems to have broken this script because the MyRelationsBetweenPlayerAndBlock enum got moved to VRage.Game. If you want to update the script, this is fixed by just adding "using VRage.Game;".
BlueG radar used by Black Adder
Check the discussion section for quick instructions.
Also, if the sensor is named e.g. "<name> [radara2]" you'll get contacts of format
"GPS:<name> n:x:y:z:" with n=3...up to 20 (radar tag index+1).
I don't want to publish a seperate public radar mod unless you don't want to incorporate these changes into your script. So how can I send my script to you ?
BlueG Thanks so much. I would realy apreachiate if u could help me out with the matrix and vectorfunctions ... its hard work for a semi-mathematican and programmer :)). Ill post an example for a turretsource, if u like to.
Thanks BlueG
For example, say i set up a radar system on my ship, it detects a hostile large ship 10km away and relays the vector.
Is it then possible via the script you posted as an example to get that vector, to have it be used by the program block to "aim" another sensor's facing front towards that vector?
In effect, this would mean that.
1. Your ships radar system locks on to a closest target.
2. Your ships turrets recieves the target and pivots to face it.
3. Firing is easily triggered.
My main goal to help the audience of this mod and the others that I'm working on to build great things in-game. That audience includes me as well as you and others who are using this mod to build things.
Regarding this specific example, updating the player's collection of GPS coordinates actually isn't part of that goal (nothing is being built; I am doing it myself instead of just enabling others). But, there are people who use this mod who can't program and just use it to get the coordinates. If Keen provides the interface for doing so, it would be easy enough for me to add that feature and useful enough to everyone (myself included) that I would.
I copied the [radarg] coordinates manually to a textpanel and changed it into GPS format. Now you can see all the waypoints in GPS and show them on the HUD if you want. Next step is to do that with a programmable block.
One problem here: all updates of a contact are not overwriting the current waypoint but are added as a new one with the same name. Deleting waypoints is only possible with the API for GPS, I think.
So this textpanel is an intermediate solution to show the capabilities.
So there needs to be an API or internal connection between them (and this is KSH domain). A radar display like in good old Elite would be fully sufficient at first. The relative coordinates would come in handy for that purpose.
I thought about detecting players several times. It isn't hard to do (just a few lines of code), but decided not to. The reason is historical. I was using that checkbox as a setting to only detect friendlies before Keen added relationship options to the sensor. Its been long enough since Keen did so that I think I'll do that now.
I was thinking of creating a GPS feature in the next (alternate) version of this mod, but wasn't planning to add it to the beacon. I was planning on having it be a separate device (in keeping with the philosophy of games like this that one block does one thing). I plan on putting that next version in an alternate mod so I don't break what people are doing with this mod. The new version will have other kinds of sensors as well, and be more server friendly. But now that I'm back in school, I can't make any promises about when that will be.
1) The radar couldn't detect an enemy ship. Friends are detected.
2) Just adding the sensor coordinates to the beacon position doesn't work, of course. The direction of the sensor has to be taken into account...
One stupid question:
The coordinates returned by a sensor are based on the beacon position and the direction of the sensor, right ?
It's a nice addition to my ECR ship though it has piston arms already creating 9 (friendly) targets.