Space Engineers

Space Engineers

Rotor Cannon Script
124 条留言
funhans 2022 年 2 月 21 日 下午 7:47 
Howdy ;)

This thing is basically a dream - shredds everything withing moments and doesn't take any resources ^^ - huuuuuge thank you ;)

From time to time I get the error/message "Head already exists" ... Do you know something about it?
Shillelagh 2021 年 9 月 15 日 下午 7:35 
1 rotor would be extremely slow
Liquighost 2021 年 9 月 15 日 下午 5:10 
can i use this with one rotor for a cold launch missile?
Sarekh 2021 年 8 月 16 日 下午 1:54 
I don't know if I have ever properly thanked you for this wonderful script - I use it in a great many ships and artillery units and it always performs perfectly!
Shillelagh 2021 年 8 月 7 日 上午 6:57 
Ah, thank you.
I remeber playing with them briefly a while ago and they were extremely overpowered.
I guess it's time I need to write a piston cannon script.

Thanks for the fun with these!
dagriefaa  [作者] 2021 年 8 月 6 日 下午 8:09 
Unfortunately, the days where a rotor gun could hurl things at 600m/s are long gone. You might be able to squeeze 250m/s out of them if you try, which is still enough to wreck most things.

If you want to hurl things really really fast, then piston jolt guns are what you want these days. Especially if you don't have a speed mod.
Shillelagh 2021 年 8 月 6 日 上午 9:35 
Rather slow. I've increased oscillations yo 15 and the stack is 10 large rotors long.
I've seen these things fire ridiculously fast objects, what am I missing here?
dagriefaa  [作者] 2021 年 3 月 13 日 下午 8:25 
Update the script, use a 5-rotor gun, and check your groups are correct.
Also have a look at the showcase ship and see if that still works.
Starry 2021 年 3 月 13 日 下午 6:44 
Every time i try to fire a gun, it always explodes after the first oscillation, and detaches at the first rotor. I am trying a normal 6 rotor part gun
MagnaGazoo 2021 年 1 月 28 日 下午 6:50 
I changed detachOnRetract: to 1 and it stopped blowing up BUT I see no head part launching. It makes the noise and shakes but no head is flying.
MagnaGazoo 2021 年 1 月 28 日 下午 6:37 
I have used this before the last update just fine. Now with just the basic 6 rotor head launcher and default settings. The last couple of rotors explode every time. :(
bomml 2020 年 9 月 14 日 下午 12:52 
Thank you for the help! Keep up the great work :D
Sh4yd9w 2020 年 8 月 21 日 下午 5:01 
why everything explodes when i fire? it seems the block is coliding....
dagriefaa  [作者] 2020 年 8 月 15 日 下午 7:52 
It should be fixed now.
(on an unrelated note, you might also want to set detachOnRetract to 1 :^) )
bomml 2020 年 7 月 23 日 上午 8:31 
dagriefaa  [作者] 2020 年 7 月 17 日 下午 6:37 
It should detect the first rotor without a head.
Can you provide a blueprint/world of the gun?
bomml 2020 年 7 月 17 日 上午 8:31 
Is there a way to help the script recognize the generator? I have a rotor gun made of 5 adv. rotors, one of which is the gen. If I fire it, the script seems to think the first rotor (so the one furthest away from the "Muzzle") is the generator and detaches that one, so four rotors fly out of the gun and the cannon itself is destroyed...
dagriefaa  [作者] 2020 年 7 月 12 日 下午 6:03 
So, you don't need any 'Accelerator/Generator' groups for this script. Just put all of the rotors/merge blocks in one RDSA group and delete the old ones.
The script crashing was caused by having only one rotor in a group. I think. I've added some safeguards for that.
SGT_MAJOR_FISH 2020 年 7 月 12 日 上午 5:58 
SGT_MAJOR_FISH 2020 年 7 月 12 日 上午 5:38 
also should mention that its not letting me run it at all on the gun im currently building, but on another gun that uses a merge block instead of a rotor generator it works normally
SGT_MAJOR_FISH 2020 年 7 月 12 日 上午 5:28 
fire
dagriefaa  [作者] 2020 年 7 月 12 日 上午 5:24 
What arguments are you putting in?
SGT_MAJOR_FISH 2020 年 7 月 12 日 上午 4:51 
I'm still getting an error:

Caught exception during execution of
script: index was out of range. Must
be non negative and less than the
size of the collection.
Parameter name: index
at
System.ThrowHelper.ThrowArgumen
tOutOfRangeException(ExceptionArgu
ment
argument,
ExceptionRecource
resource)

at
Program.init()

at
Program.Main(String
arguments)

at
Sandbox.Game.Entities.Blocks.MyPr
ogrammableBlock.<>c_DisplayClas
s46_0.<ExecuteCode>b__0(IMyGridP
rogram)

at
Sandbox.Game.Entities.Blocks.MyPr
ogrammableBlock.RunSandboxedPro
gramAction(Action`1
action,
String&
response)
dagriefaa  [作者] 2020 年 7 月 11 日 下午 6:05 
Not broken anymore.
SGT_MAJOR_FISH 2020 年 7 月 11 日 上午 9:28 
broken?
bomml 2020 年 6 月 30 日 下午 2:40 
Thank you!
Blacky Watchy 2020 年 6 月 30 日 上午 12:50 
cool, thanks
dagriefaa  [作者] 2020 年 6 月 29 日 下午 10:25 
The problem has been fixed. Everything should now work.
Blacky Watchy 2020 年 6 月 29 日 下午 2:20 
@kellettchrist . try to coppy all the script, moving it to word or a notepad and use the option replace.
bomml 2020 年 6 月 26 日 上午 9:34 
@kellettchris I figured! I unfortunately can't help you sorry as I am as proficient at coding as a fish is at hiking! But would that mean we can potentially have hinge firing rotor guns?
kellettchris 2020 年 6 月 26 日 上午 8:21 
@bomml and @dagriefaa - it's because the action "Add Top Part" has been changed/removed. Due to the new hinges, the action list now has "Add Rotor Head" and "Add Hinge Head". But I'm having trouble calling those actions in test scripts. Can anyone can help with this?
bomml 2020 年 6 月 25 日 上午 1:07 
Hey there! I love your script and it has been an integral part of many of my ships! Unfortunately I have to report that the last update broke it:(
pyrotech850 2020 年 6 月 22 日 下午 1:19 
Thanks BROTHER this fixes the 1 problem i have with space engineers - not enough guns.
Quickshadow10m 2020 年 5 月 22 日 上午 11:49 
lol
akaalexandermax 2020 年 5 月 22 日 上午 11:47 
love it :)))
HERETIC 2019 年 11 月 30 日 上午 1:49 
I am, deeply sorry for how stupid i've been being, I completely missed the <substring-id> par of the argument entering, I will now and hide in the depths of the pit of shame but at least i'll have rotorguns that work
dagriefaa  [作者] 2019 年 11 月 28 日 下午 3:48 
It should detect things automatically, and you shouldn't actually need to put arguments beyond what's specified in the description.
...
At this point I really don't know.
HERETIC 2019 年 11 月 28 日 上午 9:34 
I already was, I've gone back over the entire description like 3 times and nothing has helped
do I need to like, enter anything along the the arguments when I run the PB ? I'm at a complete loss here, do I need to name generator and accelerator groups like for the lightweight version ?

the lightweight version works a charm btw, but I wanted this one to make merge block ones
dagriefaa  [作者] 2019 年 11 月 27 日 下午 4:10 
I think you might need to remove the rotor head from the last rotor. That's the only thing I can think of.
HERETIC 2019 年 11 月 26 日 上午 9:23 
To clarify, the script is not returning any errors and apears to be running as intended, with the exception of it not functioning. I have tried the test ship in another world and it works just fine, so I assume there must be a mistake in my setup, but I am unable to find said mistake
HERETIC 2019 年 11 月 26 日 上午 8:45 
it won't work for me at all
everything seems to be grouped properly, I get the "standby" in the PB, but when I run with any argument, nothbing happens
dagriefaa  [作者] 2019 年 11 月 20 日 下午 4:17 
Try setting detachOnRetract to 1.
SGT_MAJOR_FISH 2019 年 11 月 20 日 上午 5:13 
my merge block keeps breaking when i add a larger projectile, what do i need to adjust?
dagriefaa  [作者] 2019 年 11 月 18 日 下午 7:35 
Any rotors will work.
KKComice 2019 年 11 月 18 日 下午 6:12 
Do the rotors need to be normal rotors or can I use advanced rotors behind the normal rotor? (rotor part gun)
dagriefaa  [作者] 2019 年 11 月 16 日 下午 4:39 
There is a link to an example ship at the top of the description.
Ded Banzay 2019 年 11 月 16 日 上午 1:17 
It is not possible to make a working version of "RDSA".
Is there a video or detailed instruction?
Lanigav 2019 年 10 月 8 日 下午 10:19 
Previous post aside, a 5s burst didn't punch through multiple air-gapped layers of heavy armor. It put a dent in the second layer, the problem is the rotor heads don't destroy themselves so after a few get bunched up you've effectively ADDED armor to the ship you are shooting at.

That said.... the odds of you shooting from a stationary position at a stationary target are slim (if you are using this); and nothing beats the efficiency or spray n pray factor of this weapon. In my opinion it's a must have as of current build and will cause VERY noticable damage to whatever it hits. Even self-repairing ships don't have much chance as it leaves all kinds of debris in the way of rebuilding.
Lanigav 2019 年 10 月 8 日 下午 9:45 
Can confirm it does work as of 10/8/19 in SP creative. One stack of 6 rotors unleashes hell upon whatever is in front of it in 0g.
Orwell_Huxley ®™ 2019 年 10 月 8 日 上午 8:52 
I was shooting this yesterday. Trying to reverse engineer it to learn the mechanics of these things. It does work.