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Event Gate Functionality #5847

Open kynamats opened 6 days ago

kynamats commented 6 days ago

Short Description of the issue:

The Medbay, Camera & Kiosk Computer Blocks can output to an event gate, but they have no UI or options when linked like this.

There are also bricks that don't support the event gate at all where this functionality would be useful:

As another aside it would be great to have Event Gate options for the yoke that capture control inputs (WASD) beyond the normal hotkeys (or custom hotkeys?), this would enable much more dynamic ship designs. ...

Steps to reproduce the issue:

Place Medbay, Camera & Kiosk Computer blocks and link these to output to event gates. Note that they will link but there is no UI. ...

Environment

Additional information:

Player.log

(Screenshots, Videos, Error logs, Related issues)

Please also include the Player.log file. You can find the log file here: %UserProfile%\AppData\LocalLow\Moonfire Entertainment\Starship EVO\

If you issue concerns a particular design please include any blueprint that could help to reproduce the issue. Blueprint folder is over at: %UserProfile%\AppData\LocalLow\Moonfire Entertainment\Starship EVO\Save_Data\Blueprints\ You will need to zip the folder to upload it. To do so Right click and choose [Send to -> compressed zip file] then drag the .zip onto your report to upload it.

COMICLER commented 6 days ago

Adding events for mechs would be cool as well such as walking and jumping

ProPeach commented 6 days ago

Logic functionality for WASD, or alternatively yaw/pitch/roll inputs (which would be more proof against people rebinding their keys) is something I've wanted for a long time, I'd love to see it implemented!

piotmetans commented 6 days ago

I'll use this thread as an opportunity to bring up this older thread again: https://github.com/tsunamayo/Starship-EVO/issues/5317

I'd certainly much appreciate a wider breadth of options as well!

asanagisae commented 5 days ago

I'm just expanding on Kyna's suggestions.


Power management is good. If we were able to use Event Gates to determine if Reactor power usage is over 90% (for example), then send the signal to change a power cell base from "charging" to "draining" so the power cell can contribute to electricity use, that'd be great for early game vehicles (when power management is important).


Shield management would be great too. Imagine a setup with two shield blocks:

If we could turn off the large block when shields are full, but turn it on when shields drop below 30%, that'd be super handy in combat situations when you need power for weapons.


If Medbay sent a "true" signal through the Event Gate for when players are respawning, we can trigger some machinery animations in the area to make the ship feel more alive, perhaps turn on a few lights and brew some coffee. Don't forget the vents that release steam!


Other Event Gate ideas: