If the "Protected" checkbox is checked, only players allowed to interact in the area can push the button.
If the "Manual Light Control" checkbox is checked, the light will not illuminate automatically when the button is pushed - use the "light_on" and "light_off" commands to control it.
Connect to a digiline, right-click, and set the channel and the minimum and maximum values.
Left-click to decrease the current setting or right-click to increase it. If the "protected" checkbox was checked, then only players allowed to interact in the area can do this.
Each time the setting is changed, the new setting is sent on the selected channel.
Note that the settings cannot be changed after setting - you must dig and re-place the knob to do so.
These work exactly like the mesecons equivalents, that is:
Vertical digilines will automatically connect to other vertical digilines directly above or below them, and form "plates" on each end of the stack. Signals can only be conducted into or out of the stack at these "plates".
Insulated digilines conduct like regular digilines, but only into/out of the ends of the "wire" or at locations where an intermediate connection has been placed.
Once a channel is set, any messages sent on that channel will be shown on the "LCD". The buttons, when pressed, send the messages "up", "down", "left", "right", "back", and "enter" on the same channel. If the panel is placed in a protected area (all standard protection mods are supported), only the owner of the area (and players with the protection_bypass privilege) can set the channel. There is also a "lock" function in the bottom-right of the "LCD" area. Click the padlock icon to lock/unlock it. If locked, only the owner of the area is allowed to use the buttons. If unlocked, anyone can use the buttons, although channel setting and (for reasons that shuld be obvious) locking/unlocking is still limited to the area owner and players with protection_bypass.
Set the channel, distance, and radius. The camera will search for a node "distance" meters away and up to 10m down.
Every second while a player is within "radius" meters of that point, a table listing the players in range will be sent via digilines on the chosen channel.
Send a number representing a time in seconds, from 0.5 to 3600. When the time expires, the timer will send "done" back on the same channel. If the loop feature is enabled (use the commands "loop_on" and "loop_off" to set this) the timer will automatically be set for the same time again each time it expires.
After setting a channel, right-click the controller to start/stop using it.
While using a controller, it will send a table with the control inputs, pitch, yaw, look vector, and name of the player using the controller each time one of these values changes, up to 5 times per second.
When a player leaves a controller, the string "player_left" is sent.
In addition to right-clicking the controller in use to stop using it, the following will also cause a player to stop using the controller:
* The controller is moved or removed
* The player leaves the game
* The player is teleported away from the controller
* The controller receives the string "release" on its digilines channel
Messages should consist of a table, with "command" set to either "read" or "write". "address" should be set to the number (0-31) of the 512-character block to read or write, and if writing then "data" should contain the data to write.
Example (to write - reading is similar, but with no data):
The following commands are accepted as strings: "extend" (extend the piston), "retract" (retract the piston), and "retract_sticky" (retract the piston, pulling one node like a sticky piston)
You can also send a command as a table. If so, the fields that can be used in the table are as follows:
* action: "extend" or "retract"
* max: The maximum number of nodes to push/pull, cannot be set higher than 16. Set to 0 (or omit) when retracting to perform a non-sticky retraction.
* allsticky: Pull a whole stack of nodes (like movestone), not just one.
How to use the digilines movestone:
Commands for this node are in the form of a table, with the field "command" set to the desired action, and other fields providing parameters.
The commands are as follows:
* "getstate": Returns a table containing the following elements: "targetpos" (table representing the target position), "pos" (table representing the current position), and "moveaxis" (the current axis being moved along, nil if not moving)
* "absmove": Moves to the absolute position specified by "x" "y" and "z". No axis can move more than 50m as a result of one command. If movements along more than one axis are needed, they are processed in alphabetical order (X,Y,Z).
* "relmove": Same as absmove, but relative to the current position (for example, y=1 moves up 1m, not *to* Y=1)
The available parameters for absmove and relmove are:
* x: Target X position (for absmove) or target change in X position (for relmove)
* y: Same, but for Y
* z: Same, but for Z
* sticky: Whether to pull nodes along behind the movestone
* allsticky: Whether to pull a full stack of nodes like normal movestone (true) or just one like a sticky piston (false)
* maxstack: The maximum number of nodes to push/pull, with the movestone itself counting as 1. Cannot be set higher than 50.
* sound: "mesecons" to have the mesecons movestone sound play or "none" for no sound at all
If any of x/y/z are omitted, then they default to the current position (for absmove) or 0 (for relmove).
If any of maxstack/sticky/allsticky/sound are omitted, they default to the values last used.