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May 16, 2020 06:17
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using Sandbox.Game.EntityComponents; | |
using Sandbox.ModAPI.Ingame; | |
using Sandbox.ModAPI.Interfaces; | |
using SpaceEngineers.Game.ModAPI.Ingame; | |
using System.Collections.Generic; | |
using System.Collections; | |
using System.Linq; | |
using System.Text; | |
using System; | |
using VRage.Collections; | |
using VRage.Game.Components; | |
using VRage.Game.GUI.TextPanel; | |
using VRage.Game.ModAPI.Ingame.Utilities; | |
using VRage.Game.ModAPI.Ingame; | |
using VRage.Game.ObjectBuilders.Definitions; | |
using VRage.Game; | |
using VRage; | |
using VRageMath; | |
using VRage.Audio; | |
namespace IngameScript | |
{ | |
partial class Program : MyGridProgram | |
{ | |
// This file contains your actual script. | |
// | |
// You can either keep all your code here, or you can create separate | |
// code files to make your program easier to navigate while coding. | |
// | |
// In order to add a new utility class, right-click on your project, | |
// select 'New' then 'Add Item...'. Now find the 'Space Engineers' | |
// category under 'Visual C# Items' on the left hand side, and select | |
// 'Utility Class' in the main area. Name it in the box below, and | |
// press OK. This utility class will be merged in with your code when | |
// deploying your final script. | |
// | |
// You can also simply create a new utility class manually, you don't | |
// have to use the template if you don't want to. Just do so the first | |
// time to see what a utility class looks like. | |
// | |
// Go to: | |
// https://github.com/malware-dev/MDK-SE/wiki/Quick-Introduction-to-Space-Engineers-Ingame-Scripts | |
// | |
// to learn more about ingame scripts. | |
List<IMyAirtightHangarDoor> hangars; | |
List<IMyDoor> doors; | |
public Program() | |
{ | |
Runtime.UpdateFrequency = UpdateFrequency.Update10; | |
IMyBlockGroup hangarDoors = GridTerminalSystem.GetBlockGroupWithName("PRXB Hangar Port Entry Doors"); | |
IMyBlockGroup hangarDoors2 = GridTerminalSystem.GetBlockGroupWithName("PRXB Hangar Starboard Entry Doors"); | |
List<IMyAirtightHangarDoor> HG1 = new List<IMyAirtightHangarDoor>(); | |
List<IMyAirtightHangarDoor> HG2 = new List<IMyAirtightHangarDoor>(); | |
hangarDoors.GetBlocksOfType<IMyAirtightHangarDoor>(HG1); | |
hangarDoors2.GetBlocksOfType<IMyAirtightHangarDoor>(HG2); | |
HG1.AddRange(HG2); | |
//IMyBlockGroup SD1 = GridTerminalSystem.GetBlockGroupWithName("PRXB Port Doors"); | |
//IMyBlockGroup SD2 = GridTerminalSystem.GetBlockGroupWithName("PRXB Starboard Doors"); | |
//List<IMyDoor> LSD1 = new List<IMyDoor>(); | |
//List<IMyDoor> LSD2 = new List<IMyDoor>(); | |
//SD1.GetBlocksOfType<IMyDoor>(LSD1); | |
//SD2.GetBlocksOfType<IMyDoor>(LSD2); | |
//LSD1.AddRange(LSD2); | |
hangars = HG1; | |
//doors = LSD1; | |
} | |
public void Main(string argument, UpdateType updateSource) | |
{ | |
bool shouldLock = false; | |
foreach(var door in hangars) | |
{ | |
door.OpenDoor(); | |
} | |
} | |
} | |
} |
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