Space Engineers

Space Engineers

Rdav's Gen3 Guided Missile Script
203 条留言
xxmanofmemesxx 10 月 31 日 下午 10:34 
Does this make use of other maneuvering thrusters on the missile or only forward thrust, wondering if I could improve my missile's design by adding some.
PeteMetal 10 月 26 日 下午 4:19 
I have the ship and the grid which comes with it. I took the grid of missiles and put them on conveyor system and connected with small connector to large grid ship so they get fueled. I know I could put them on subgrid via rotor or hinge. I have an projector of the grid so when missile is launched new starts to build. Issue is that when the merge block is welded it is considered as missile then. If you could add a check if both merge and gyro are done then missile is ready. Maybe even check if it has fuel in it. Other thing which is confusing me a bit is which merge block you number 001, 002 etc. for launch order, the grid or the missile side of merge block? You have made a great script I must add. I'm looking at the code if I can fork it myself to check before launch.
Atomhirsch 10 月 21 日 上午 9:36 
why?
xxmanofmemesxx 10 月 21 日 上午 4:50 
Strange mine aren't working, I'll just use sensors to arm after it clears the tube.
Atomhirsch 10 月 20 日 下午 11:29 
If a recent update hasnt changed it, all triggers with #A# in the name will be "trigger now" after launch. Thats how it is.
xxmanofmemesxx 10 月 20 日 下午 7:09 
Can you explain how the timer trigger works, I'm trying to use missiles with specialized detonations systems which need a timer to arm. In my tests the missiles seem to not be armed despite the timers being tagged.
Based_Stickman 10 月 16 日 下午 4:35 
Is their a way in the script to have a check on autofiring if the missile is incomplete?
Atomhirsch 10 月 6 日 上午 10:55 
You cant configure the missile speed so it wont destroy the magplate or landing gear...
RougeSable 10 月 6 日 上午 10:10 
How hard would be a missile that do not explode but use mag locks to stick on the ennemy ship? I'd send & stick a survival kit on the opposite grid to respawn on it
Nimizz 10 月 3 日 上午 6:30 
Will the script target anything in range that is a viable target even if its behind cover or something? I've got a hollowed out asteroid for my base but I don't want to build a missile launcher on one side and it try to hit targets on the other side.
Rdav  [作者] 9 月 30 日 上午 9:37 
@Rumsar its good for both but ground to ground has some caveats with thrust ratio and launch angle

@bsimp14 take a look at the linked blueprint/example ship and see if the issue is with your missiles or your launching ship
bsimp14 9 月 28 日 下午 11:46 
what do i do when the missile has all the required blocks, is named corectly, and the parent grid is as will but nothing fires?
SGC | Sernikb 9 月 26 日 下午 7:42 
This is incredible, thank you!
Rumsar 9 月 23 日 上午 3:55 
I do only see the missiles shoot down aircraft in the videos. Is the script only good for air-to-air and surface-to-air combat or can't it engage surface-to-surface and air-to-surface targets too?
Don't get me wrong I still got the script its really cool and allows for a LOT more compact missiles then I can get in vanilla. I was only able t get a poor performance 1x2 missile and that's only in atmo.
Rhino9481 9 月 23 日 上午 2:03 
Any chance the range of the LCD could be adjustable to accommodate a larger AI range (e.g. 10km)
Atomhirsch 9 月 22 日 下午 10:43 
Update what? Try to make at least ONE complete sentence!
AzoorFox 9 月 22 日 下午 3:51 
UPDATE WHEN????????????????????
Apologies 9 月 16 日 上午 9:13 
Do all the blocks have to be on the same subgrid? So ai, prog block, missile, etc?
Apologies 9 月 16 日 上午 4:44 
Can do, I think I've pinpointee my problem with a grave align script messing with gyros. Can't wait for it to work right, awesome script!
Rdav  [作者] 9 月 16 日 上午 2:31 
Is still working fine with the latest update,if its not ,locking check the offensive AI block and what it is/isn't targeting
GroinBeard 9 月 15 日 上午 11:34 
Having the same problem. Is the script broken from the new update? Missiles won't lock on.
Apologies 9 月 13 日 下午 5:52 
Hey, Just curious, My missiles just dart right for the ground after firing, any idea whats going on? tried troubleshooting and cant seem to figure out why.
Falke_de_cz 9 月 13 日 上午 7:47 
How can I configure your script so that the missiles fire automatically?
viperfan7 9 月 8 日 下午 7:30 
Any chance we could get the radar as a seperate thing? That radar is sexy
Leader 9 月 5 日 上午 12:46 
Неплохой
Sinner 9 月 1 日 下午 1:12 
I cannot get these missiles to fire when they are on a subgrid. I usually create a large rotor to create a small grid missile launch bay. If I place a cockpit on the subgrid, it seems to work. Any work around?
TheAussieSamuraiGuy 9 月 1 日 上午 10:26 
does anyone know what i would need to change in the script if i wanted to use this with the Nuclear Weapons mod Warheads for a bit of unnecessary fun? :P
iiWuss 8 月 29 日 下午 4:23 
I think I figured it out. The argument is "Fire" if you miss the capital "F" it won't work.
iiWuss 8 月 29 日 下午 3:55 
I cannot get a missile to fire at all with this script. Followed all the directions to a "T" or "#A#" and it refuses to fire. I'll paste in his blueprint ship from the work shop and it works fine. What am I missing?
KnightForEyes 8 月 28 日 上午 10:34 
I hope they dont allow this or only allow it via scripts in SE2, Drones are litterally most uninspired and boring way to Win in space engineers...At tihs point It gone so bad that I would prefer a mad kid in Rust over fighting Hostile drone spams....
[BR]SharkStrike 8 月 27 日 下午 7:20 
Would it be possible to add a command to the cockpit toolbar to turn automatic launch on and off?
maaarcus 8 月 26 日 下午 9:39 
Thanks for the great work! Wonder if I need to fill up the hydrogen tank in survival?
Sydy Chan 8 月 26 日 下午 3:37 
Omg I just came here to see if there's anything cool on the workshop laterly (after a long break) but I did NOT expect the legendary coder Rdav to make a comeback/reappearance here. thank you for your scripts and stuff, and making the programming as easy as "just put 'a' behind everything" 😭🙏
hope you and your mysterious project are doing well :steammocking::steamthumbsup:
Elipsian Nova 8 月 24 日 上午 10:17 
For some reason the programmable blocks won't let me access the script writing part, the only option I can see is custom data, and the furthest thing down i can see is the "no content" option. There does not appear to be a way to put the script in from what I can see...
Rdav  [作者] 8 月 21 日 上午 8:35 
this usually happens if the script finds a remote control as a main cockpit, set a cockpit to main cockpit and recompile,
Saphir 8 月 21 日 上午 1:42 
Hey there! this is displayed on the PB right now. "Caught Exception during execution of script. Object reference not set to an object program. trackdisplay..ctor (IMyTectSurfaceTextSurface at program..cotr(). Any fix for this?
ThatOneGamingGuy3 8 月 19 日 上午 10:10 
it's getting ace combat
Captain Redbeard 8 月 16 日 上午 3:11 
@Rdav thanks. I've been experimenting and small grid autocannon custom turrets are delightfully effective. I've also discovered that ground vehicles are uniquely good at beating missiles with one simple trick: just drive in a circle, and if you're fast enough the missiles will miss you by an inch and hit the ground. It's actually much more difficult to evade missiles when in the air, I've found
Rdav  [作者] 8 月 15 日 上午 7:10 
Yup, I've used it to that end quite a lot
VikingHeising 8 月 15 日 上午 6:01 
can it move and Shoot; Ie: Launch from a moving Large grid?
BAKADAKALAKA556 8 月 12 日 下午 7:18 
by chance can the script show the radar screen on the Inset button panel and console table? so far only LCD screens seem to work.
Rdav  [作者] 8 月 11 日 下午 12:01 
@Eevee just call it #A#, the script will do everything else, if you're in doubt take a look at the blueprint I have linked at the top of the description

@Cookie event controller blocks and sensors are a good way to add extra functionality on top of whats already there, anything specific feel free to ping me in the discord, its a lot easier to drill into specifics over there,
Atomhirsch 8 月 11 日 上午 7:02 
@Cookie: Answer is timer blocks and a extra thruster. But still i dont understand your problem. Make the missiles fire to the front and there is no problem in space. Yet...i gave you a solution
Cookie 8 月 10 日 下午 11:48 
This script is easily the best missile targeting out of them all with a very high hit rate.
Is there anyway to make them drop from the underside of a ship ,with the assistance of a thruster also controlled from the scrip. In an atmosphere it isn't so much of a problem as gravity assists with clearing the ship. However in space it barely clears a ship. This is fine if stationary though during combat it is almost impossible to fire missiles whilst moving.

On another note is there an argument to run off the toolbar for the autofire feature?
Eevee 8 月 10 日 下午 1:04 
also forgot to add does it have to be a explosive payload? and would it conflict with other merge blocks on a ship since i plan on adding this as a module for a ship i have that it can just dump the used missile rack.
Eevee 8 月 10 日 下午 12:54 
so when you say name it #A# do you mean exactly #A# for each missile or do you mean something like the first missile is 1A1 1A2 1A3 or am i over thinking it and its that simple of #A# and the script numbers the missles it self.
Rdav  [作者] 8 月 10 日 上午 3:58 
you need to set the seat you want to use as 'Main cockpit'
BAKADAKALAKA556 8 月 9 日 下午 7:27 
Hey I think there is a bug, when a ship has multiple seats and cockpits and even things like desks and Cryo pods the script upon recompile will choose one of them and will not let the user choose the seat specifically. setting #A# to the control seat I want doesn't work
GigaCars 8 月 9 日 上午 11:09 
people are gonna use this as a radar mod without the mod part lmao

looks good, when i can play SE again, i may or may not make a entire line of missiles using this script
nowfilek 8 月 9 日 上午 7:46 
What if for example I had 2 missile tubes on the left sided and 2 other on the right side of my ship. Could i have one button/command to fire from the left side and another to fire from the right side?