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Спайс в Строитель
Сайт функционирует при финансовой поддержке Федерального агентства по печати и массовым коммуникациям. Зарегистрировано Федеральной службой по надзору в сфере связи, информационных технологий и массовых коммуникаций. Как сообщает издание E1. Собака провалилась под лед примерно в 20 м от берега и на протяжении 40 минут пыталась выбраться из воды самостоятельно. Сначала они попытались подползти к животному по льду с веревкой, потом попробовали прорубить ковшом экскаватора путь к берегу. Когда ничего не вышло, один из строителей забрался в ковш, в котором его поднесли к тонущему псу, и мужчина достал его из воды. В октябре сообщалось, что жители Санкт-Петербурга спасли из Невы енотовидную собаку, которая барахталась под Володарским мостом. Авторское право на систему визуализации содержимого портала iz. Указанная информация охраняется в соответствии с законодательством РФ и международными соглашениями. Ответственность за содержание любых рекламных материалов, размещенных на портале, несет рекламодатель. Новости, аналитика, прогнозы и другие материалы, представленные на данном сайте, не являются офертой или рекомендацией к покупке или продаже каких-либо активов. Ситуация на рынках нефти. Новости iz. Фийон отрицает организацию встречи ливанского бизнесмена с Путиным. Все результаты. Телефон горячей линии по вопросам коронавируса: 8 Прокурорам поручили незамедлительно реагировать на повышение цен на продукты. Страны G7 поддержали меры Всемирного банка по борьбе с коронавирусом. В Коммунарке от коронавируса скончался ученый Данила Тлисов. Строитель в ковше экскаватора спас провалившегося под лед пса. Партийный переулок, д. Строители в Екатеринбурге спасли пса, который провалился под лед на озере Шарташ. Лай пса услышали работавшие неподалеку строители. Сотрудники московского метро спасли упавшего на пути котенка. Пожарные в Томске реанимировали спасенного из огня кота. Подпишитесь и получайте новости первыми. Прямой эфир. Новости smi2. Подписка на газету. Подписка на новости. Частичное цитирование возможно только при условии гиперссылки на iz.
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Спайс в Строитель
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Just enter the name of the block you want to control and choose what to do with it. I developed this tool to let anyone capable of playing Space Engineers write their own custom scripts. Modified Variable logic so quotes are not required around string fields. Variable names are auto-detected. Generate Script button will replace Copy Script to Clipboard button to keep from generating the entire script so often. When the button is clicked, or the script has to be generated for the interface to update properly, the Copy Script to Clipboard button returns. Added IsUnderControl to all types of Cockpits to tell whether a seat is occupied. Updated the overview to make it more obvious that sections are clickable, and automatically scroll to the appropriate chunk. Overhauled User Variable logic to be independent of Blocks. Older saves that use variable logic in the same chunks with block logic will need to be updated. Both cannot be applied in the same chunk. Added Angle 0 - 6. When subtracting a variable from a property , you must now use -- instead of - due to ambiguity. Added User Variables section to the bottom of each logic chunk. Incrementing variables must be done with double plus or double minus. Added Functional Block as the first block in the block list. This represents any block that can be turned on or hacked. There is no limit to the number of logic chunks you can use. The six logic types are explained below. Following an IF logic chunk, works as a continuation of the IF logic chunk. IF a AND b. Can be chained together. Can also be combined with OR. Checks a condition only when the previous IF condition was not met. When condition a is not met, condition c will be checked. Sometimes, certain logic types will not be accessible. The button becomes greyed out depending on previous logic. DO a OR b does not make sense. Beneath the row of logic buttons, you can see three choices for block type. They allow you to decide if the condition or action will be applied to one or more blocks. Select Single Block to set values or get fields for one block. Optionally include a name for the block e. Optionally include a name to filter by e. You can then apply actions or set values for all the blocks that you have chosen. You can check that all of your doors are shut, or that all of your batteries are recharging. You cannot set a value for Any Blocks of Type. In the dropdown menu, you can select the type of in-game block you want to check or modify. Changing this selection will clear all fields for the logic chunk that had been filled out, and replace them with the appropriate fields for the newly selected block type. You can choose to give the block a name, which will select the block of the chosen type that has the custom name that you entered. Only the blocks which contain the entered text will be used. For example, if you want to get only Batteries that have a name including 'Station', you can enter 'Station' in the block name field, and choose All Blocks of Type. This will select only the Batteries that have 'Station' somewhere in their name. You can also enter the name of a group, which will only include blocks that are in the specified group. The logic you choose will also affect which fields are shown. You would only see the option to check if the door is open. The If button next to the field name will become selected, indicating that the field will be used. For numbers, you can use equal , not equal , greater than , greater than or equal , less than , and less than or equal. For other types, you can only use equal and not equal. This means that the property will be set to the value entered. Actions have no values to enter, so applying an action is as easy as choosing which action to apply. Multiple values can be set and multiple actions applied in one logic chunk. Variables can be created to store values by entering a name in the Save As box. Note that the type of the field is important. When writing the text you want displayed on an LCD panel, you can use any variables that you created in your script by surrounding them with brackets. For example, if you saved a variable called totalpower , you could display its value on an LCD panel by writing \\[totalpower\\]. This can be combined with any other text, or any other variables. See additional information about using LCD panels below. You can transfer items between blocks that have inventories. Blocks with inventories, such as the Refinery, Assembler, or Cargo Containers have their inventories shown with a list of all valid items. Refineries will have two inventories, one for the ore, and one for the resulting ingots. This will toggle between the two. You can even take a percentage of a variable ex. In order to send items to an inventory or take items from an inventory, you must give the other inventory a name. This is done by typing a name into the the Inventory line of the other block. For this example, we will send the ore to the Refinery. Create a DO block for the Refinery first. The first input is the amount, which you can leave blank to send all. When you click that box, the refinv inventory you named earlier will be suggested. Click on the name to choose that inventory. Your script is complete. The result script has a line at the top which represents your entire script. It will likely be longer than the width of the in-game editor, so make sure you copy from the start of the second line. On the left hand side of the page is an Overview box. It shows the simplified logic structure of the script. Clicking a line will scroll to the chosen logic chunk. The Overview box will remain on the left hand side of the page. For example, if we create a variable called power that has a value of 3. We can do this using a Ternary Operator, which takes three inputs; the boolean variable name, the text to display if the variable is true, and the text to display if the variable is false. The format for the Ternary Operator is:. For this property, true means the reactor is on. To get the text to display correctly, we can type the following into an LCD panel. As of Update 1. Mathematically, power percentage is:. To do more complex calculations, you can use double brackets. This escapes the text string, and executes any code you type as though you were writing code in the in-game script editor. For example, with the variables currentpower and totalpower populated correctly, this would display the power percentage:. There is no error checking in VSB to ensure the code you typed is valid. The first row of buttons contains logic choices. For now, leave this set to Single Block. Use the Block Type dropdown menu to choose the type of block you want to work with. Click it, and a warning will show up to let you know you may lose work by changing the block type. Press the red Yes button to unlock the Block Type menu, then click the menu again and choose Interior Light. The Block Name box is where you enter the name of the Space Engineers block you want to work with. If this is left blank, the default value will be used for the chosen block type. Leave this blank. The Group Name box lets you choose to only get blocks from one specific group. If this is left blank, all blocks can be used. Here, you can specify the values to set for each property, and choose which actions to apply. The load line for the script shows up on the first line of the script output. It should look something like this:. If you already know the basics of getting a script to run in Space Engineers, you can skip this section. In Space Engineers, create a Programmable Block. Delete everything in the editor and paste in your script. It is easy to lose your changes. You can also assign this action to your toolbar in a ship, or to a button panel by dragging the Programmable Block to the bar and choosing Run with default argument. It will automatically run your script every 1, 10, or ticks. There are 60 ticks per second in-game. This feature was introduced in version 1. With older versions, or to avoid issues with Arguments, you have to use a timer block. Create a Timer block and set the Trigger Delay to 1 second. Click Setup Actions, and drag your Programmable Block to the first space on the bar. Again, use Run with default argument. Then drag your Timer block to the next space on the bar and choose Start. Now start the Timer block, and your script will be executed every second. You may need to open the script editor and save the script again before re-running. If you have any questions or need any help, send me a message on reddit. If you have any questions, feel free to message me on reddit. Space Engineers Visual Script Builder. Update 1. Fixed bug with extra field for Oxygen Tank always returning 0. General performance increase for larger scripts. Added position to Piston. Added more controls for Wheel Suspension. Added highlight to Block Types that are already part of the script. Added suggestions for Block Name and Group Name. Fixed bug with error messages sometimes appearing on wrong chunks. Added Current Output to Batteries. Added Allow Missing Blocks option to settings. Updated footer text. Allows name changing for Antennas. Block type change pop-up only appears after data has been entered. Added Arguments to Programmable Blocks. Added integrated help system - just click the question marks. Added Advanced Rotor and Gatling Gun blocks. Added confirmation screen before deleting a chunk. Added confirmation screen before changing block type, which clears out data. Removed unnecessary Grid Block Name field. Added fancy new banner and footer. Other miscellaneous functionality added. Added inventory and actions for Reactors. Weapons now have inventories for ammo. Added lock state for Landing Gear. Added functionality for Thrusters. Changed variables to use brackets instead of parenthesis in LCD Panels. I cannot guarantee functionality in any other browsers. Do not click the back button to undo a change. You will lose your work! Refreshing the page will clear everything. Keep in mind that as you create your script, the page is updated automatically. As you add logic chunks to the page, those logic chunks are used in the script. Removing them from the page removes them from the script. DO action do Perform an action or set a value. Can also be combined with AND. When condition a is met, b will be executed and c will not. When condition a is not met, b will not be executed and c will be executed. Create variables from block attributes and fields Variables can be created to store values by entering a name in the Save As box. Item and inventory management You can transfer items between blocks that have inventories. Multiple different types of items can be sent and taken within a single logic chunk. Program Overview On the left hand side of the page is an Overview box. The format for the Ternary Operator is: variableName? The Reactor is \\[reactorOn? Advanced Calculations As of Update 1. How to Use a Programmable Block If you already know the basics of getting a script to run in Space Engineers, you can skip this section. Contact If you have any questions, feel free to message me on reddit. Performs an action or sets a value only when the previous IF failed.