Space Engineers

Space Engineers

Show Damaged On HUD
67 Comments
Niceguygamer 16 Mar, 2021 @ 5:10pm 
Also a feature to have a timer block start when that specific group of blocks gets damage.
Niceguygamer 16 Mar, 2021 @ 5:09pm 
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 @ 3:43am 
This is honestly an underrated script. Having live updates for damage sustained is always a great feature.
Master_Nick 23 Feb, 2020 @ 11:35am 
I updated your script to have zero warnings and auto update ->
https://steamproxy.net/sharedfiles/filedetails/?id=2005657823

cubesteak 14 Aug, 2019 @ 6:48pm 
Would love an official update... :) Thank you mmaster for your kind consideration - your stuff is awesome!
Dragonlord 17 Mar, 2019 @ 3:56am 
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 Mar, 2019 @ 3:14am 
What about the error @Zerris with iterminal? It says it is absolete.
Zerris 4 Mar, 2019 @ 10:18pm 
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 @ 1:31pm 
well, 5 days later, this mod has errors. So yeah.
Nickzoid 9 Jun, 2018 @ 10:00pm 
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
ChaosOrder 28 Apr, 2018 @ 6:05am 
wish was another updated
Maddus_ 24 Mar, 2017 @ 6:35pm 
Pretty sure this mod is #outdated
Game of Drones 27 Dec, 2016 @ 9:56pm 
I'm frequently getting the same exception as KC Pilot. Perhaps this script needs to be updated.
Breathing Light 1 Oct, 2016 @ 1:55pm 
hey what was that character HUD he was using in the video? It was really clean.
Dakroth 14 Jun, 2016 @ 10:31am 
Hey, is there a way to limit the PB to only showing damage on its native grid, or to a specific group of blocks a la the Damage command for the LCDs?
Engi 10 May, 2016 @ 8:54pm 
I've been getting this error today. Not sure why, it has worked before very well.
http://images.akamai.steamusercontent.com/ugc/263836341020382716/D531521C79A26A2DE38D9FD80361E44738D09148/
MMaster  [author] 21 Apr, 2016 @ 9:51am 
No. Thats why it is separate script.
Sabrewulf 20 Apr, 2016 @ 8:39am 
Can you add this inside your automatic lcds?
MMaster  [author] 17 Jan, 2016 @ 2:40am 
@Namelus it should be working
@Krougal good point! as soon as I will have a little bit of time I will try to improve it with the same grid filtering :)
Krougal 16 Jan, 2016 @ 2:16pm 
Is there a way to restrict this to the same grid, or use name tags like your LCD script?
I've been running into an issue where I dock a damaged ship, it renames, I undock it, do repairs.
The problem is at that point you need to manually turn off and rename stuff. It also seems to run into conflicts when that ship has it's own copy of this script. I thought my welders were screwing up, but it was just false positives.

Love your work! This and the LCD are must-haves for me and so many others!
Namelus 7 Jan, 2016 @ 1:46am 
Is this still working? Cant seem to get it to work at all for some reason
Yaddah 19 Nov, 2015 @ 9:37am 
Well, no system is perfect. But if that is the only drawback in terms of functionality, then that's still good in my book. Also players could just start up the script when nothing is connected and never restart it when something temporary is attached. That is acceptable. Concerning the rotors, sometimes it's good to know when something on a rotor or piston is destroyed, for example with custom turrets and the like.
MMaster  [author] 19 Nov, 2015 @ 9:31am 
@Yaddah yeah thats what I meant with the reset. + I would never make you recompile your script unless it is some low level configuration change. I think all basic functions should be controllable by using buttons or normal in-game ui without going to the script itself / recompiling it.
There are still some problems with that tho: connected ships are part of the ship and disconnecting them would make script report missing blocks - this can be solved for connectors by only counting blocks of the same grid, but if someone uses merge blocks to connect ships then it is problem as it is not possible to differentiate those. So every time you would disconnect something from your station/ship that was connected using merge block it would be reported as missing and that is something that is bothering me because even I use merge blocks to connect ships sometimes.
Yaddah 19 Nov, 2015 @ 5:37am 
Yes, of course that would never fit into the the configurable lcds script. Though if it did that would really be the ultimate ship AI (I already call the script "MMaster" on all my ships, pretending that it's the ships operating system ^^). The reason why I'm approaching you with this request is because your scripts are always so handy with a scrolling option, or being able to link several lcds together. A useful damage report script by you would be really awesome! Concerning the reset-problem: Craig, the designer of the TYR script that I linked, solved it by implementing a reboot trigger. Everytime TYR reboots he assumes that the current state of the ship is the undamaged one. I also don't find it annoying to hit "remember & exit" every time I add something. It's still doing its job during a fight, which is listing all damaged systems, that may not be apparent to the blank eye.
MMaster  [author] 18 Nov, 2015 @ 10:22am 
@yaddah but even if I would do that it would be separate script. there is no way configurable automatic lcds would be able to also monitor missing blocks within the instruction limit of the programmable blocks.
MMaster  [author] 18 Nov, 2015 @ 10:19am 
@yaddah maybe it would be enough to have reset button so you can reset the script after you intentionally grinded / destroyed some of the blocks .. hmmm
MMaster  [author] 18 Nov, 2015 @ 10:14am 
@yaddah exactly why it doesn't do that is that it would be too complicated to use. You basically need to do snapshot of the ship/station at some time and script can then remember what blocks are supposed to be part of it and you need to do that every time you change something on the ship. I haven't figured out a way to do that in user friendly way.
Yaddah 18 Nov, 2015 @ 5:03am 
One big problem that holds this scripts usefulness back is that once a block is completely destroyed, the script forgets that it was there and reports no damage. That is a prettz weird behavior for a damage report-script. This script by Craig Perko (http://steamproxy.net/sharedfiles/filedetails/?id=442323310) is able to remember removed blocks and list them as damaged, but it's not as tidy as this script (because it has alot of other functions as well) and has no scroll feature like your configurable lcd mod. It would be great if you could make it so your script remembers destroyed blocks as well!
MMaster  [author] 9 Nov, 2015 @ 9:25am 
@Virt not right now, but imho its very good idea so I will add it as soon as I find some time.
Virt 9 Nov, 2015 @ 5:24am 
Hey MM, is there any way to set the damage threshold? i.e don't show on HUD until block reaches <80% integrity?
Had a scan through the script but didn't find anything that stuck out.
mmille14 24 Oct, 2015 @ 10:44am 
You are THE MAN!!!!
Videonauth 24 Oct, 2015 @ 6:09am 
Thank you for the quick fix :)
MMaster  [author] 24 Oct, 2015 @ 5:21am 
Fixed. You need to update your script in programmable block.
Videonauth 23 Oct, 2015 @ 9:26pm 
Actually the script does not run anymore as of update 1.105.xxx, just for your info.
MMaster  [author] 25 Sep, 2015 @ 4:44pm 
not in in-game script afaik
Inzainia 25 Sep, 2015 @ 4:18pm 
is there a way to determine damaged armor blocks? i assume with them not being able to be named it keeps the mods from marking them, but is there a way to highlight, see, or in any way other than by looking at it, to know a armor block is damaged?
Dakroth 21 Sep, 2015 @ 3:37pm 
Interesting. I already tore down that station as I've moved along, but I'll keep that in mind for the future. Thanks
MMaster  [author] 21 Sep, 2015 @ 7:50am 
@Dakroth programmable block does not have access to other blocks .. make sure that ownership is set to Me for all blocks on ship.
Dakroth 13 Sep, 2015 @ 10:50pm 
Oh, and, oddly, the small ship LCD display still works just fine, so long as I stop the timer block before connecting to anything else.
Dakroth 13 Sep, 2015 @ 10:49pm 
I decided to try this one out, but got the same effect once everything was set up. Thought it might be due to my mod antenna, but alas, no change there. The exception report reads: "Caught exception during execution of script:Object reference not set to an instance of an object." I've tried breaking the computer block, reloading the scripts, resetting the LCD ID tag to its default value - everything I can think of save looking through the code itself. Have you encountered this before?
Dakroth 13 Sep, 2015 @ 10:49pm 
I've been having an issue with this (and the LCD) script. Actually, it might be something of a univeral problem, but I've only had the chance to play with two of your scripts so far. Anyway, I had been using the LCD script just fine, everything worked perfectly. The only problem that I ever noticed was that when I docked a ship via connector, the ship's computer would get an exception. (I was using the ID tag for multiple ships.) More recently, that mod stopped working altogether, with the computer reporting an exception each time I tried to run it. (Apparently my post is too long, so I have to cut it in half.)
MMaster  [author] 14 Aug, 2015 @ 1:20pm 
Update v0.35 : Fixed thruster renaming issue.
Added ability to turn display off by running the programmable block with argument "off" (no quotes) and back on with argument "on" (no quotes)
Yaddah 31 Jul, 2015 @ 5:46pm 
Hey MMaster!
I would really like it if your script could detect destroyed blocks and display them on an lcd too. If you're looking for an efficient way to do this, you might want to check out Craig P's Tyr script. I've been using it for it's damage report feature up until recently, but patch 1.091 broke it. Would be awesome if your mod could do this too!
MMaster  [author] 19 Jul, 2015 @ 6:09am 
Oh looks like somebody didn't think about this in game code. I will look at what I can do about that.
Warl0ck 19 Jul, 2015 @ 5:11am 
Works fine, thanks for the script.

I only have one problem with thrusters... it attaches the direction on every run.. like:

CONSTRUCT: Small Thruster 12 (Backward) (Backward) (Backward) (Backward) (Backward) (Backward) ...
MMaster  [author] 16 Jul, 2015 @ 2:40pm 
UPDATE: game version 1.091 compatible - you need to update scripts in your programmable blocks

@hyperkiller that is good idea and it is certainly possible to implement. unfortunately I always had problems with sound blocks playing from in-game scripts getting cut after first 1/10th of second so I'm not sure if it will work.
Woof 14 Jul, 2015 @ 9:52pm 
is there a way to make this trigger an alarm block and play until its repaired?
Acarii 18 Jun, 2015 @ 10:03am 
@tiger It's entirely possible that you've triggered a bug. I often hit similar when doing maneuvers at high speeds. I don't know why that bug exists the way it does, I just know that my panels blink for a moment during high G movement.
MMaster  [author] 18 Jun, 2015 @ 9:41am 
@abordoli you need separate prog blocks
@EveCommander yeah it is possible to do without storing anything in lcd private/public text, but people would have to somehow do "snapshots" of their ships so script knows what is/should be part of the ship (when something is docked, or when you rebuild some part of ship, etc). maybe in future if I figure out some user friendly way to do it.
Acarii 14 Jun, 2015 @ 1:36pm 
Can this script be modified or a new script created that will output destroyed parts to a LCD?

I imagine the method you could use to do such a thing would be to store the entire list of blocks to a hidden LCD then when a part is destroyed the current list is compared with the saved list and anything different is displayed to the intended LCD.

Could also be done by storing to the private text and displayed on the public text.