Space Engineers

Space Engineers

[Archive] Rdav's Turret-Tracking-Script
Showing 1-9 of 9 entries
Update: 22 Sep, 2016 @ 10:55am

[UPDATE RELEASED]

-Updated to get the script once again fully functional for the latest space engineers update

Update: 26 Mar, 2016 @ 10:47am

[UPDATE RELEASED]

-Fixed issue where idle rotation would be out-of-sync in multiplayer causing the turret to shoot in random places.

As above, this was very annoyying in multiplayer battles,

Update: 18 Mar, 2016 @ 7:20am

[UPDATE RELEASED]
-Fixed Issues where every weapon currently a group will be fired even if it's not connected to a turret.

Non player-made weapon blocks such as gatlings and rocket launchers which have been put into groups such as 'gatling guns' or 'rocket launchers' will no longer be accidentally fired if the director is tracking.

Update: 17 Mar, 2016 @ 12:41pm

[HOTFIX HOTFIX]

-Removed error reporting when there's no director due to complaints about performance issues

Update: 17 Mar, 2016 @ 12:33pm

Update: 17 Mar, 2016 @ 12:24pm

[HOTFIX RELEASED]

- Fixes for previous update making it less likely to stall if you paste in a blueprint

Update: 17 Mar, 2016 @ 12:08pm

[UPDATE RELEASED]

- Added logic checking to make sure the script doesn't stall if there's no director
- Added an error readout if there is no director turret

These changes are fairly simple but they go no end to increasing usability of the script,
Please let me know in the comments if there's any issues

Update: 8 Mar, 2016 @ 1:49pm

[UPDATE RELEASED!]

On The Update:
*Fixes/streamlining of the 2 arm system
*Streamlining some formatting on the workshop page
*Controlling targeting of vanilla and modded turrets

Update: 4 Mar, 2016 @ 3:10pm