Space Engineers

Space Engineers

Autofire
23 条留言
Jolly 2020 年 9 月 26 日 上午 10:11 
@OH MY GOD, WE'RE DOOMED!
Just fyi Craig Perko quit Space Engineers many years ago, there are better scripts out there for this.
skeleton welder 2020 年 9 月 26 日 上午 9:57 
35mm inky steel works cannon x4 on my ball turret. This is gonna be fun... :)))
Jolly 2017 年 9 月 21 日 下午 12:08 
I've won many dog fights with this program
Craig P  [作者] 2017 年 9 月 21 日 上午 11:46 
:D
SoulTechnology 2017 年 9 月 21 日 上午 11:40 
well good news... ig ot it to work.... nothing beats 6 50mm cannons acting as one big ♥♥♥♥♥♥♥ gatling gun. this may be a wee bit op.
Craig P  [作者] 2017 年 9 月 21 日 上午 10:12 
It detects all weapons, but it's quite old. I'm not 100% sure it still works.

The problem with your idea is that it's a bit hard to know what a modded weapon actually is. So I went for "max generic" back when I programmed this.
SoulTechnology 2017 年 9 月 21 日 上午 8:36 
however since your a dev who responds and im messing wiht it right now. does this work with modded wepons or does it only detect the stock game gat and missile?
SoulTechnology 2017 年 9 月 21 日 上午 8:34 
gg, i see what you did there.... nah i thought this was gonna be a retardedly overcomplicated wall of text but its allot mroe straightforwards and simplified then i was expecting. tks
Craig P  [作者] 2017 年 9 月 21 日 上午 8:32 
Sure, that's possible. Someone should program that!
SoulTechnology 2017 年 9 月 21 日 上午 8:24 
would it be possible to make a more advanced version of this that auto detects the selected wepon (or if not detects via special naming convention) and gets it rate fo fire data and the number of said wepon on the ship. and when you click to fire it sequenshally fires autmaticlaly? less setup and more universal + means you are 'firing' the guns instead of 'toggling' them.
xbstkx 2016 年 7 月 9 日 上午 1:08 
That was the plan but the first programmable block cannot even register the guns I want to add to it. It recognizes all the fixed guns when it includebydefault is true and loads them except for phrase sort of fine, but doesn't load any guns when set to false. I'll try another block in tandem with this one each searching for different code words but I'm not sure.
Craig P  [作者] 2016 年 7 月 8 日 下午 3:38 
Hm. I'm surprised this still works, but your best bet might be to have multiple programmable blocks that search for different words/use different groups?
xbstkx 2016 年 7 月 8 日 下午 2:27 
Hey Craig, I'm likeing how this works but I want to setup multiple groups of volleys, not club all the fixed weapons on the ship into one almighty one. I tried setting the "includebydefault" bool code at the start to false and then set the "exceptionphrase" to something other than "manual" so I coud form different groups. But all this leads to is the code not finding any weapons with the exception phrase. Please help :)
Sadjuuk 2015 年 8 月 15 日 上午 5:36 
Thank you it's useful for large rocket launcher in survival, you can fire only during 3.7s before to need to reload without your script ! It's very useful great work !
Kephyr DeBlini 2015 年 7 月 15 日 上午 10:28 
@Craig I fixed it! I didn't realize "trigger" was an actual command to the programming block! Thanks for the quick response though.
Craig P  [作者] 2015 年 7 月 15 日 上午 8:15 
@Kephyr That's pretty vague, but here are some general hints:

Look at the programming block. Does it say something about an error, or about needing a recompile? Manually run it with "Reload" as the argument. Does it say anything helpful? It should tell you how many weapons it found.

Look at the timer. It should be ticking along at one per second. Manually run the programming block with "Toggle" as the argument. Now look at the timer: it should be running so fast that you can barely even tell it's running.
Kephyr DeBlini 2015 年 7 月 15 日 上午 7:08 
hi Craig. I seem to be having trouble with setting this up. I'm following all the steps and it's not working. I've even tried "reloading" but with no result. let me know if you have an idea of what could be wrong.
Craig P  [作者] 2015 年 6 月 25 日 上午 9:30 
I forgot to put in the extend/shrink delay options, so I have to update this script anyway. I'll put in a toggle to do it both ways.

But it's gonna be a while, my computer fried itself as soon as I uploaded this script.
Kam Solastor 2015 年 6 月 25 日 上午 9:16 
Just, that way the only weapons targeted will be exactly what you specify - and you wont find random weapons going off when you activate the script because 1. you forgot to add the ''dont fire this weapon'' tag, or because they were added later. Every non-turret weapon you add you'll have to change the name into - much easier on the users part to just add a tag to the weapons they do want.
Craig P  [作者] 2015 年 6 月 25 日 上午 9:06 
Yes, that would be an easy change. But that requires more setup, and I like the plug-and-play approach. Hm.
Kam Solastor 2015 年 6 月 25 日 上午 8:00 
Could it be changed to grab anything with, say [AutoFire] in the name? That way it'll only grab what you specifically want it to instead of grabbing everything except what you tell it not to.
Craig P  [作者] 2015 年 6 月 25 日 上午 7:56 
@Kam: It grabs every non-turret weapon except for those tagged "manual". This can be changed if people don't like it, but that's how it is right now.
Kam Solastor 2015 年 6 月 25 日 上午 7:45 
How do you add in the guns to be toggled? Or does it grab every single weapon on your craft (which would be highly impracticle)?