Space Engineers

Space Engineers

TCES | Turret Controller Enhancement Script
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Whiplash141  [开发者] 2022 年 2 月 14 日 下午 12:51
Help/Questions - TCES
This is the help and questions forum for the Turret Controller Enhancement Script.

If you are reporting a possible bug, please always provide:
  1. The version of the code
  2. A clear description of the issue
  3. When the issues occurs. Steps to reproduce it are incredibly helpful. Blueprints or worlds showcasing the issue are even more so
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正在显示第 1 - 15 条,共 178 条留言
Snailor 2022 年 2 月 15 日 下午 6:40 
I'm trying to set up a tracking spotlight system for my rover, just a neat little thing to make tracking smaller objects and enemies easier at night. Can't seem to get it to work though. I followed the instructions listed and triple checked them, but the thing just doesn't target anything at all, not a sound. Doesn't even return to resting angle if i manually move it. The turret itself is literally just a block with a camera on the front and a spotlight strapped to the side, on top of a hinge on top of a rotor. The PB and CTC are on the same grid if that matters, and both give back no errors in the little info panel on the right of the settings. I have your radar script on board as well, so i don't know if that could be causing problems. Thanks for the scripts by the way, i'm loving playing with all the cool little readouts i can put in my cockpit.
Whiplash141  [开发者] 2022 年 2 月 15 日 下午 6:53 
引用自 Xoltol
I'm trying to set up a tracking spotlight system for my rover, just a neat little thing to make tracking smaller objects and enemies easier at night. Can't seem to get it to work though. I followed the instructions listed and triple checked them, but the thing just doesn't target anything at all, not a sound. Doesn't even return to resting angle if i manually move it. The turret itself is literally just a block with a camera on the front and a spotlight strapped to the side, on top of a hinge on top of a rotor. The PB and CTC are on the same grid if that matters, and both give back no errors in the little info panel on the right of the settings. I have your radar script on board as well, so i don't know if that could be causing problems. Thanks for the scripts by the way, i'm loving playing with all the cool little readouts i can put in my cockpit.
Several questions for you:
  1. What code version?
  2. Have you run "setup" after making your changes?
  3. Have you configured any rest angles in the rotor custom data?
  4. The azimuth and elevation rotors are tagged correctly and grouped in a TCES group?
  5. Did you enable AI on the CTC block itself?
  6. You can still manually move the turret if you control the CTC?
Snailor 2022 年 2 月 15 日 下午 7:01 
Well i feel extra goofy. Turns out I made the bold assumption that AI is automatically on, and i completely missed that toggle. Thanks for the insanely quick response, love your work.
Torchetti 2022 年 2 月 15 日 下午 7:33 
This script is amazing but I'm running into a problem. I have a turret with 2 assault cannons and 2 elevation hinges. Whenever I fire the cannons and stop controlling the turret, the second assault cannon which is being controlled through the script has shoot toggled on.
Whiplash141  [开发者] 2022 年 2 月 15 日 下午 8:01 
引用自 TheBigGuns69
This script is amazing but I'm running into a problem. I have a turret with 2 assault cannons and 2 elevation hinges. Whenever I fire the cannons and stop controlling the turret, the second assault cannon which is being controlled through the script has shoot toggled on.
Ahhh good catch! I'll throw a fix in for that soon!
Whiplash141  [开发者] 2022 年 2 月 15 日 下午 10:16 
引用自 TheBigGuns69
This script is amazing but I'm running into a problem. I have a turret with 2 assault cannons and 2 elevation hinges. Whenever I fire the cannons and stop controlling the turret, the second assault cannon which is being controlled through the script has shoot toggled on.
Ok, should be fixed as of v1.2.4 :)
oOAlastorOo 2022 年 2 月 16 日 上午 5:09 
Not a Problem, but decided to note here...
If you take Feature Requests, an LCD output of Turret Status would be nice, be it just telling if that thing is online or more like shooting or being damaged.

I know thre could be other Scripts used for it, but besides the Fact that your outputs always look way better, it would be nice for builds to keep the amount of scripts low or save the hassle for the user ;)
Staz 2022 年 2 月 16 日 下午 1:59 
Hey, i've been trying to make a dual autocannon turret with the script, and i ran into a big issue.
The script doesn't assign the autocannons correctly as weapons despite all the rest of the turret working perfectly. Assigning them manually as guns on the turret controller works but only for a few seconds.
i'm using 1.2.5.

Update : This seems to happen sometimes when a weapon (I've seen this happen with miniguns too) is connected on the back directly to a hinge. (Where there is no "door" on the weapon to connect to conveyors.) This also causes the camera's hinge to be frozen in place.
最后由 Staz 编辑于; 2022 年 2 月 16 日 下午 2:27
Whiplash141  [开发者] 2022 年 2 月 16 日 下午 2:40 
引用自 Staz Charlie Blood
Hey, i've been trying to make a dual autocannon turret with the script, and i ran into a big issue.
The script doesn't assign the autocannons correctly as weapons despite all the rest of the turret working perfectly. Assigning them manually as guns on the turret controller works but only for a few seconds.
i'm using 1.2.5.

Update : This seems to happen sometimes when a weapon (I've seen this happen with miniguns too) is connected on the back directly to a hinge. (Where there is no "door" on the weapon to connect to conveyors.) This also causes the camera's hinge to be frozen in place.
Can you provide me a blueprint of the turret so I can troubleshoot?
Staz 2022 年 2 月 16 日 下午 3:22 
Der Mattologe 2022 年 2 月 16 日 下午 3:32 
Hi.
Is "Azumuth" the right description in your minimum description?

--At least one rotor with name tag "Azumuth" OR one rotor with name tag "Elevation".--
Whiplash141  [开发者] 2022 年 2 月 16 日 下午 3:32 
引用自 Mattheus
Hi.
Is "Azumuth" the right description in your minimum description?

--At least one rotor with name tag "Azumuth" OR one rotor with name tag "Elevation".--
Gahhh good catch, fixed!
最后由 Whiplash141 编辑于; 2022 年 2 月 16 日 下午 3:33
Abyzmi 2022 年 2 月 17 日 下午 8:23 
Question:

The reset feature is really nice.
Does it begin counting down to reset AFTER combat or does it start the countdown as soon as the turret moves from the rest position?

Thanks!
Whiplash141  [开发者] 2022 年 2 月 18 日 上午 4:44 
引用自 Abyzmi
Question:

The reset feature is really nice.
Does it begin counting down to reset AFTER combat or does it start the countdown as soon as the turret moves from the rest position?

Thanks!
After the CTC it's no longer under manual control or no longer has a target. It will not go to rest angles whole actively engaging.
Eternal Colossus 2022 年 2 月 19 日 上午 2:45 
引用自 Staz Charlie Blood
Hey, i've been trying to make a dual autocannon turret with the script, and i ran into a big issue.
The script doesn't assign the autocannons correctly as weapons despite all the rest of the turret working perfectly. Assigning them manually as guns on the turret controller works but only for a few seconds.
i'm using 1.2.5.

Update : This seems to happen sometimes when a weapon (I've seen this happen with miniguns too) is connected on the back directly to a hinge. (Where there is no "door" on the weapon to connect to conveyors.) This also causes the camera's hinge to be frozen in place.

I've encountered a problem similar to the one Staz mentioned. I'm making a small battle droid that uses the custom turret block as a functioning AI for the droid (long story how it works but it does). The original version functions decently well with 2 turret control blocks (one to lift each arm) and I was hoping to use this script to save space and make some features more consistent.

However, the two weapons (warfare gatling guns) do not auto-add themselves to the turret control block even though they are in the same group and the script recognizes that there are two weapons in the group. It will also not allow me to add those weapons to the turret control block by hand. Since the droid does not have a camera, those weapons are its only way to choose direction and so without them the turret control block does not control anything and gives the usual error stating lack of weapons.

I've posted both the original version and the new scripted version of my droid to the workshop as unlisted for you to check out to see if you can spot what might be happening.

Version: 1.2.5

Test Version with the Turret Script - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2758090177

Original version that uses two Turret Control blocks - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2758092821
最后由 Eternal Colossus 编辑于; 2022 年 2 月 19 日 上午 2:50
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