Space Engineers

Space Engineers

[Archive] Rdav's PVP Homing Missile Script
204 kommenttia
Rdav  [tekijä] 8.6. klo 6.47 
you can find it on my profile
Blu 8.6. klo 6.45 
Is there a link to new version somewhere?
i_Buy_Cheats 19.5.2020 klo 7.19 
the new script need a turret ? or just a sensor
TheBlackFox 16.4.2019 klo 5.36 
@astrololinspace that means the script isn't working and outdated . You can use the latest missile script which is a different one.
Rdav  [tekijä] 16.4.2019 klo 3.12 
"NOTE* This script is now superseded by my latest guided missile script and is being held for archive only"
Backverbot 16.4.2019 klo 1.24 
I dont know why, but everytime when I check the code, there is a problem and the script does not work. can you please look on this mistake? PS: the other scripts work realy good.
Rdav  [tekijä] 1.2.2019 klo 12.47 
Fist line of the description on this page:
"NOTE* This script is now superseded by my latest guided missile script and is being held for archive only"
TheBlackFox 31.1.2019 klo 8.42 
You uploaded an other version of a guided missile. Which one is better this one or the Rdav's Guided Mussile script?


thefinn88 12.7.2018 klo 11.16 
How do you 'lock on' from a base ? Can you or not ?

I wanted to use this for a base defence and try get a cool looking rotor torpedo launcher working.
Rdav  [tekijä] 9.5.2018 klo 17.28 
Will likely be a new release so I can move this workshop page to archive, but will be soon! Hopefully
TheBleachDoctor 9.5.2018 klo 17.05 
Oh? When do you think you'll post the new updated version?
Rdav  [tekijä] 9.5.2018 klo 11.13 
@Hawk24rus possibly ;)
I've had a new missile script in the works for a while now
Hawk Stardrake 9.5.2018 klo 9.03 
Hey, Rdav, sorry if dumb question, but is it possible to use your FleetCommand's turrets/raycasts enemy detecting and tracking network for locking and homing missiles onto that targets (which were detected far away e.g. with my scout drones and now only being tracked with cameras)? And if no, could you implement it one day into FleetCommand or maybe as separate module, in a new missile script?
TheBleachDoctor 18.4.2018 klo 17.20 
Is there a specific thing I have to do to get the lock on to work? My sensor is set up per your instructions, but it also triggers a countdown on my missile's warhead. Is that gunking up the targeting?
Rdav  [tekijä] 18.4.2018 klo 17.06 
I'll be releasing something soon^tm that should be more suited to it, however the exact modification requires adding a few lines of code to make the code search the HW_TIMER timer block for the input coordinates
Tsubasa 18.4.2018 klo 17.04 
Can I know more about the details?
Rdav  [tekijä] 18.4.2018 klo 11.57 
yes and semi yes, it takes a few modifications to work with rfc
Tsubasa 18.4.2018 klo 10.53 
Hi Rdav, does this work as of now?
Additionally, does this work with the heavy missile frigate module of the RDAV fleet command programme?
TheBleachDoctor 9.4.2018 klo 21.23 
I have never been able to get the lock on feature to function. Am I doing something wrong?
[WTFH] ragnar_greymane 25.2.2018 klo 17.49 
Hello. Well, i finally got some time to tinker again, so after I designed a player made turret, I thought why not also equip your new warship with a more potent attack option than your usual gauss rifle. Ok, great script, perhaps I can use it. I got it to launch a missile, but then the bug attacked. The missile targeted not the "enemy" I had there as target - or followed the crosshairs. It turned around and targeted the launching ship. No idea how that was possible, but there were some patches. Any idea what I can do to get the missiles fired properly? During consecutive testing (almost had the design lost - blueprint prevented autosave from desastering...) I had some flight changes as it would follow the crosshairs, but when i targeted a vessel with enemy and neutral ownership it reverted. Is this related to some other ownership than hostile on the target, perhaps? Thank you in advance
King in Yellow 16.2.2018 klo 18.35 
What ship was used in the video?
JohnFinals 16.2.2018 klo 10.25 
maybe i start to donate (maybe)
JohnFinals 16.2.2018 klo 10.25 
you are a god
u know?
Valykry 26.12.2017 klo 19.27 
Got another bit of odd behavior for you. I've built a small system that builds the missiles for me, and then I can launch them. Simple, but just for testing. SOMEHOW I now have missiles that will not engage thrusters when I "launch" them. The merge blocks let go, and the gyros kick in at 60m as they should, but no forward thrust. This isn't the weird part though. The weird part is that when I build a second missile and launch it, it displays the same behavior, but THEN the first missile kicks in it's thrusters.
After launching one of them, I did make it a point to check the control panel of one of them.
Despite the lack of propulsion, their thrusters have in fact been turned on, and the thrust override is maxed out.
Valykry 25.12.2017 klo 22.04 
"Caught exception during execution of script: Object reference not set to an instance of object."
When I build the missile as the video says, it works fine (Though with the first shot, I have to aim the "laser" several blocks above the target)
Whenever I add something like a warhead, it either doesn't launch, and I get this error, OR the thrusters engage, but the merge block doesn't release.
And yes, I've tried both with and without naming the warhead to "A".
[EDIT]
This seems to only happen when the warhead is placed between the Gyro and the Merge block.
It appears that all of the "required" blocks must be touching each other, not meerly present.
Rdav  [tekijä] 21.12.2017 klo 13.41 
@Pawelgr, that's cool, I can't open SE at the moment to see the changes, but you've updated it to use camera raycasting instead of sensor based lock?
Paolo 21.12.2017 klo 12.40 
So i have fixed lock in this script. Fixed version can be found here: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1238615220
Paolo 20.12.2017 klo 10.47 
Great job! But same problem with me, missile don't lock. But anyway manula guidience is cool.
pro100tv 26.11.2017 klo 3.53 
@<}LM{>DeeperShadows and the way that rotor would not affect flight characteristics of the craft as you have no more "safety lock function" :)
<#cc00cc>bill 26.11.2017 klo 1.10 
Is there a way to make the script work with rotor detaching instead of merge blocks?
Rdav  [tekijä] 17.11.2017 klo 17.05 
I'll check it out when I get a free moment
Olympus 17.11.2017 klo 13.57 
I'm afraid that the script has become broken. I can't seem to be able to make it launch in the newest game-version. This goes for custom-made missiles, and the Demo-World.
NordicBeast 9.10.2017 klo 9.41 
Is there any way to get the missile to track with a turret?
CrimsonJupiter 18.9.2017 klo 10.27 
Same as Serial here, My detectors don't lock on to anything! I've even tried using a super sensor mod that has a 5kilometer range and still doesn't work.
TheBleachDoctor 8.9.2017 klo 11.47 
So can guide the missiles, but they won't lock.
jTurp 7.9.2017 klo 22.32 
Those messages simply mean that they have updated the API to use a different method of doing whatever it is supposed to do. Eventually, the warning WILL turn into an error, once they remove the obsolete function. At that point, the script will just need to be updated with "Me.CustomName =" instead of "SetCustomName(string)"
Rdav  [tekijä] 6.9.2017 klo 16.09 
@TheBleachDoctor, the code still works, they are warning messages, not error messages, so the code still compiles, just with warnings.
TheBleachDoctor 6.9.2017 klo 15.37 
http://i.imgur.com/RfkENpF.png
Here, I took a screenshot of the error message.
TheBleachDoctor 6.9.2017 klo 11.29 
@Rdav
I get compiling errors when I check your script for errors. Something about obsolete names? Can you confirm that your script works in the current build please?
Westmancoat 12.8.2017 klo 10.38 
Im just wondering if locking still works or if the latest SE update broke it, the script functions as intended and missiles follow a fly by wire path but dont lock on (sensors detect the targets just fine and are named correctly).
RangeRunner 5.8.2017 klo 8.19 
Im working on an orbital missile silo that hits ground targets from space, so i set the script max range to 50km, the problem is when the missile starts to enter the gravity, Seems like the heavy missile that dosent have the enoght thrust to hovor just trys to get itsalf hovoring instad of falling streat at the target.
sdf1666 2.7.2017 klo 19.07 
@Rdav Thank you so much!
It's crazy just how many things you need to do right to get programs like this to work.
I've just noticed one problem (sort of)
I don't really know how the homing system works, even after watching the missile get a minor guidance boost as it neared the target drone, subsequent missiles still didn't lock on even though the ship still had enemy owned blocks on board. Does the enemy grid need to be powered in order for the script to lock on?
(Also, I advise keeping your ship at least 2.5 km away from the target if your missile launcher isn't facing directly forwards)
Holy crap this is a huge coment! I'll stop typing now.
tunamansquare 27.6.2017 klo 10.31 
y it not working i followed the instuctions EXACTLY is it a SE problem?
Rdav  [tekijä] 26.6.2017 klo 16.21 
@sdf1666 answered your question on your workshop page,
sdf1666 26.6.2017 klo 16.00 
Ok, after wasting time and doing random crap, I've finally posted the blueprint for my defective missile platform.
Here it is: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=956665923&searchtext=defective+missile+platform
sdf1666 16.6.2017 klo 9.36 
Blarg, I forgot to pay attention to my own video's comments!
I'll try posting my "Missile test platform" to the workshop, then I'll send a link.
Sorry about that! :P
Rdav  [tekijä] 16.6.2017 klo 3.23 
@sdf1666 I posted a comment on your video two days ago, :P I need a blueprint or world file if possible, as from the video, I can't see you doing anything obvious
sdf1666 15.6.2017 klo 18.41 
@Rdav, um... you there? I know you've been online multiple times since I posted the video
I really would like you to help me as a ship (friggate class) I plan on building soon requires this script to properly function
sdf1666 11.6.2017 klo 22.22 
@Rdav
Here's the video, please let me know how to fix this
https://www.youtube.com/watch?v=6E8NMBcMjyo
Rdav  [tekijä] 6.6.2017 klo 10.04 
@sdf1666
Yeah fleet-com MKII is in the works, :P should be coming soon^tm if you do make a video send me a link and I might be able to help you set it up!