Difference between revisions of "Button Panel"

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| scomponentstructure = 2
 
| scomponent1 = Interior Plate
 
| scomponent1 = Interior Plate

Revision as of 09:46, 2 November 2016


Button Panel Icon.png
Large Ship Icon.png
Large Ship / Station
Button Panel
 
Components
Required

 

 
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
10
 
Idle Power Consumption (MW):
0.0001
 
Airtight:
No
 
Dimensions (W x H x D):
1 x 1 x 1
Button Panel Icon.png
Small Ship Icon.png
Small Ship
Button Panel
 
Components
Required

 

 
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
10
 
Idle Power Consumption (MW):
0.0001
 
Airtight:
No
 
Dimensions (W x H x D):
1 x 1 x 1

Overview

The button panel is self explanatory in that it allows the player to program 4 different buttons on the block. Currently, the buttons may only control devices connected to the grid. In other words, it may not control ships/stations not directly connected to its own grid. However, the small ship version only has one button that may be programmed.

Note * The button panel must be powered in order to function!

Usage

The button panel can be used to trigger Doors, depressurize Air Vents, or simply switching a whole group of Interior Lights. The number of possibilities are up to the player. The buttons 1-4 are from left to right. The player can use the Interact button and a list of all available controllable blocks on the grid will be displayed.

For it to function, the button panel requires power at all times. So in a situation where no power is being supplied, the player has to manually input commands in the control panel to any blocks.

Control Panel

  • Name - You can enter in your own custom name in the text box
  • Show on HUD - If there is an Antenna attached to the same grid, this device will display its position on the players HUD
  • Anyone can use - Anyone (even if they do not own the block) can use the buttons
  • Setup Actions - This takes you to a menu that allow you to program each button on the panel

Light Indicators

Landing Gear GYsquare.jpg
Not Programmed This indicates that the button has not been programmed to do anything
Air Vent Front Indicator Yellow.png
Is programmed The button has been programmed, and is ready to be used
Air Vent Front Indicator Red.png
No Power There is no power being supplied to it, or it is switched off.

Example

The button panel is simple to use, but may appear complicated to a first time user. An example below will explain how to use the block.:

Example Tutorial
  1. In this example, we have 4 light blocks on the wall: Red, Green, Blue, Yellow
    ButtonPanel04.jpg
  2. Now, placed in front of them is the button panel block. It has not yet been programmed, and does not show any indicator lights on it.
    ButtonPanel05.jpg
  3. We will now assign each button to each light on the wall in front of it. As we walk up to the panel, we will highlight one of the buttons (In this case, the first one with one square), and press the open control panel button (default "K").
    ButtonPanel07.jpg
  4. This menu shows all the devices that your button panel can control. You may see multiple images of the same device. Each devices name will show up by simply hovering your mouse over them.
    ButtonPanel08.jpg
  5. If you hover your mouse over a device, you can right-click for all its options. The button may control any one of these actions. In this example we will give the button the "Toggle block On/Off". Simply select this option.
    ButtonPanel09.jpg
  6. Notice on the bottom of the screen the light block action we selected has been placed there. In this case, it is the button with 1 square on the left. You can click each button on the bottom of the screen, and assign it a command. Now we will select the button with 2 squares (on the left) to give the next button a new command.
    ButtonPanel10.jpg
  1. Like before, we will right click on the next light block and assign the action "Toggle block On/Off". Notice that is now also is placed on the bottom of the screen. We will repeat this until all four light blocks have each their own button.
    ButtonPanel11.jpg
  2. After we are finished, exit the interface. You will notice that the buttons on the panel are now lit up (yellow). This indicates the button has something assigned to it and is ready to be used.
    ButtonPanel12.jpg
  3. Lets try out our new assigned buttons. We'll first use the action button on the far left one (1 square) to turn off the red light. Notice it will instantly turn off once you press the button.
    ButtonPanel13.jpg
  4. Next, we'll shut off (blue) with button number 3 (3 squares).
    ButtonPanel14.jpg
  5. Now we will switch off the rest
    ButtonPanel15.jpg
  6. To turn back on the light, simply press the button again.
    ButtonPanel16.jpg


Media

The button panel on the left controls the door in front
The button panel on the right opens this large hanger door behind it
View of the large button panel
View of the small button panel

Tips

  • If you're wanting to instead make button #4 activate a door, instead of #1 on the panel but don't want anything inbetween, here is a very simple trick. Go into "setup actions" in the button panel, and just add 3 random triggers. For example, switch off 3 different lights. For the #4 button, set the action you want it too. Now delete the previous 3 triggers (buttons #1-3). Done!

Known Issues

Programming

Update History

Update 01.043
  • Button panel block introduced