Space Engineers

Space Engineers

Advanced Guided Missile Script
90 kommentarer
--Kaos-- 3. okt. 2022 kl. 12:16 
does this auto launch like a base defence?
Dog 17. apr. 2022 kl. 9:49 
Hey missiles don't seem to be registering antennaes for small grid, CHECKSAVE tells me I'm missing an antennae when I'm not. Just me?
Kaito 22. feb. 2022 kl. 7:26 
It does work fine, yes.
Spencer 22. feb. 2022 kl. 1:25 
Can anyone confirm this script works? The system doesnt seem to be targeting anything. I do have designators and cameras setup also I have double and triple checked my setup and nothin...
Steelwarrior 15. feb. 2022 kl. 6:40 
Hi is there a way to make a missile or drone orbit and attack a target using this script ?
DEeM0N 18. mar. 2021 kl. 12:47 
For this script to work, do i need an antenna on the missile?
This is terrible for a large grid.... the Easy Lidar Homing Script is forever in my heart...
RoyalWaffles 25. feb. 2021 kl. 21:20 
Aight I got a question, will we ever be able to adjust the proximity tripwire distance? Or have the missile activate a timer block?
Bruno051 23. feb. 2021 kl. 10:21 
How do you set up sprue detach type?
Antiloompa 4. dec. 2020 kl. 3:48 
Ok, but... how do you aim and fire this thing?
juanchi0217 23. nov. 2020 kl. 6:25 
I've tried it a lot, but I couldn't find a way to lock on it
how should i lock on the target ??
Alysius  [ophavsmand] 14. aug. 2020 kl. 5:16 
it may be incorporated u in future updates
kazagistar 6. aug. 2020 kl. 7:01 
So I started playing with this on servers using Defense Shields: unfortunately, the tripwire triggers too late, and the ram unto the shield unarmed and disintegrate. Some workaround solutions could be building them armed (extra dangerous, given how large EMP explosion range is) or putting arming on a timer (still suboptimal).

However it would be far nicer if there was an option to set a custom arming or detonation range. Even that much would greatly enhance their power in these situations. And there might even be a way to make the tripwire detect shields directly using the API DarkStar exposed, though I am not sure.

I was wondering if either change could be made, and if not, if there was a way to find the unminified source and try to make the tweaks myself?
classicpark 31. juli 2020 kl. 5:22 
Welders are not welding the missile bleuprint treu projector
Alysius  [ophavsmand] 12. juli 2020 kl. 12:12 
@7m1ley I'm not very familiar with Keen's welder codes, I heard there's some bugs or use case gaps with welding merge block to merge block. something along ownership, where 2 merge block must be same owner (neutral i dun think works)
Alysius  [ophavsmand] 12. juli 2020 kl. 12:10 
I will be adding auto turn off recharge / disable stockpile next update
Alysius  [ophavsmand] 12. juli 2020 kl. 12:09 
it won't change those setting. currently it will only turn on power blocks only, and save missile feature must be used.
KuroShiro 12. juli 2020 kl. 3:10 
I noticed that it doesnt modify batteries on recharge or hydrogen tanks on stockpile. Is this intended or am i doing something wrong
7m1ley 9. juli 2020 kl. 11:09 
Я все проверял на одиночной постройке без сложных сооружений
проблема появляется когда я вставляю из мастерской противников ( NPC ) в креативе. Как только я удаляю врага ctr+Delete сварщики моментально начинают собирать проекцию! В выживании ни чего не работает так как там есть стандартные (NPC)
Alysius  [ophavsmand] 9. juli 2020 kl. 4:50 
@7m1ley The issue you are facing is the Projection welder issue, which is part of Keen's code. This script only takes care of launching and check for build completion (as script does not have projector building control). A few things possible why it does weld is:

1) The Merge Block on the launching ship is Off (the merge block that is connected to and holding the missile's merge block)

2) Not enough required components to weld.

3) If small grid welder is used, it is possible part of the conveyor system used some 1x1 small conveyor, so some components cannot flow to the welder causing missile components.

4) You are welding in a missile merge block that is Off (missile projection's merge block is Off).
7m1ley 9. juli 2020 kl. 3:20 
Помогите советом что делать!
7m1ley 9. juli 2020 kl. 3:20 
Главная особенность этой проблемы заключается в том что если я в креативе нахожусь один то все работает если я копирую из мастерской врага то все моментально перестает работать! Причем именно сварщики! Если я ракету строю вручную она запускается и поражает цель без проблем но строить нужно следующую самому... уже практически неделю не могу разобрать в проблеме.
7m1ley 9. juli 2020 kl. 3:20 
Появилась проблема в которой не могу разобраться!!! Проблема заключается в том что сварщики отказываются строить проекцию торпеды!!! Сама проекция есть и если я ее строю ручным сварщиком то все собирается но сварщики корабля собирать ее не хотят. Собственность принадлежит мне все постройки мои!
Nirahiel 6. juli 2020 kl. 6:29 
Okay then what about in-flight timed commands (timer block triggers) ?
I could see a missile with some decoy blocks on subparts and once the missile reaches a certain point (that you can set in custom data or something), like "about to reach enemy ship's turret range", trigger a specific timer block to do some actions.
Those actions would be for example to unmerge the decoy parts (while turning on the decoy's thrusters to push them away from the main missile)
Alysius  [ophavsmand] 5. juli 2020 kl. 9:52 
For this, the main missile will need to have some launcher codes that designate targets for the sub missiles. Currently not supported yet but may be added in the future. Re-targeting complexity is involved.
Nirahiel 5. juli 2020 kl. 9:40 
No i'm talking about the "splitting missile" idea, if each subpart requires it's own full setup (as if it was a regular missile) i can do it.
meaning I can have a "composite missile" with 5 thrusters, PBs, antennas, gyros, etc ... and once the cluster launches (via separation of the main merge block) at some point if the 5 parts could detach from eachother and work as 5 independant missiles that'd be great.
Alysius  [ophavsmand] 5. juli 2020 kl. 6:38 
must be same grid, subgrid cannot have "critical" blocks (gyro, thruster etc). for antenna, you can put on subgrid, but script won't auto turn them on.
Nirahiel 4. juli 2020 kl. 13:28 
I can put a PB and an antenna on each subpart ;)
Alysius  [ophavsmand] 4. juli 2020 kl. 9:15 
Rdav script uses cross grid reference to access blocks that's already disconnected. To avoid this "hack" (scripting community calls it this way, and are violently hackophobic to it), a PB and Antenna is required on the missile.
Alysius  [ophavsmand] 4. juli 2020 kl. 9:14 
Currently this type of detach not supported. I may add special triggers to allow splitting of missiles in the future. But that will only be a trigger, missile won't control the exact cluster bomb splitting as i intend this script to purely do guidance.
Nirahiel 16. juni 2020 kl. 6:01 
@Alysius are you okay with suggestions ?
I was wondering if you could make it so we can design a multiparts missile
For example, when a missile is launched, the main merge block disconnects and the missile launches as usual, but then mid-flight, some merge blocks inside the missile disconnects and each subpart act as an independant missile, like the just cause 3 Fire Leech weapon. Some subparts can even carry a decoy and fly somewhat away from the main missile to draw fire and prevent your main missile from being destroyed before reaching target
Another example would be a Surface to space missile where the missile ditches it's atmospheric thrusters once it reaches space, as to make it lighter and thus turn and react faster.
Stevros1903 29. maj 2020 kl. 15:48 
Hi there. was wondering if there was any way to use this scrip but without a pb per missile. as server im currently playing on limites me to 2 pb's total. i see Rdav's missile script functions without it but it doesnt have the lidar targeting option also is its targeting from DDS compatable with weaponcore or will this break the script?
Alysius  [ophavsmand] 13. maj 2020 kl. 23:32 
IMPORTANT: Please update to latest (should be v3.0 or later) as earlier versions have a flaw due to some critical values not being updated.
Alysius  [ophavsmand] 13. maj 2020 kl. 21:29 
fire and forget means after lock on, onboard missile cameras track target on its own. for inertial tripwire, it's a different mechanism to detonate warhead based on guessed target position, incase camera raycast tripwire is damaged (camera blown off by turrets) and impact detonation (SE physics bored) doesn't work.
miner_sd 13. maj 2020 kl. 17:26 
how does Inertial Tripwire and Fire And Forget work?
classicpark 12. feb. 2020 kl. 4:30 
@Hellray thanks for the reply.
The target that i did have whas indeed to smalll thanx for your advice
Killroy 10. feb. 2020 kl. 9:52 
In your blueprint is the Programmable Block on the missile in the 'DDS Missiles' Group? If it is then if you look in your DDS PB it will show Guided Missiles: 1. Also when you compile the adv missile script it needs to have power to load properly (can be dead afterwards). You need the DDS cameras group on your main ship and a large enough target for missiles to hit ( the SPAT mk1/2 drone is enough). Recheck both programmable blocks and let me know. You can also just put in the 'FIRE' argument to the DDS PB to test fire if you have not targets. If not you can send me a BP or i can join your world
classicpark 10. feb. 2020 kl. 4:31 
Please help me out.
I did everything as in the description.
When I paste one missile to my ship it will launch.
So a take a bp from it
But if I paste more bp from that missile on my ship only the first missile will fire and the rest of the missiles are not launching
My first missile I did CHECKMISSILE before I paste it on my ship an de CHECKDETACH after it is connected on the merge block to my ship
rottielover 4. jan. 2020 kl. 22:04 
So far I've actually discovered it works best if you fire a "decoy" missile as a missile followed immediately by a warhead missile. The AI turrets will go for the decoy blocks and sometimes parts of the decoy missile will make it through and impact just before the warheads come in. So doing too much to support this may not be practical. Still I thought it was an interesting idea, and seems / feels more "active" than just welding a decoy to a merge block and letting it float off behind you....
rottielover 4. jan. 2020 kl. 22:04 
Alysius - I have a use case I'm not sure if you'd want to add support for?? Smart Decoy's. Prior to me discovering DDS, I was using Easy LIDAR Homing to develop a decoy missile. I've been working on the proximity trigger so that it would trigger a timer block which would intentionally do something to cause the "missile" to miss the target and instead fly around it. The basic idea is a "missile" loaded with decoy blocks instead of warheads, and that I want to intentionally miss the target by a few to a few dozen meters. Continued...

Alysius  [ophavsmand] 21. dec. 2019 kl. 18:19 
@All Script fixed in v1.3. ENJOY!
Barsiel 20. dec. 2019 kl. 3:54 
I think the last update broke the script, I can no longer run this script.
Alysius  [ophavsmand] 3. dec. 2019 kl. 15:08 
@Hellothere It is due to the script compilationbwhen you print a PB. If you load any script (not just this) and print it, it will lag spike. I tried printing missiles with All other missile scripts on the market and results are the same lag spike. If you have a workshop that demonstrates otherwise (some cases i didnt manage to cover) please help to upload for me to debug.


If missile flies backwards, it means there are too many front thrusters (by right you don't nees any front thrusters).

Right now you cannot tweak its flight path as it is using very light weight cruise control. A flatter flight control is on its way and in construction atm.

There is a section about how to launch the manual aim but that is going to be revamped.
Scrunkly_ 23. nov. 2019 kl. 11:20 
The fire and forget option says no, why is that?
Cronyx 13. nov. 2019 kl. 23:53 
Can this be set up to auto-fire missiles, unattended, at hostiles the radar detects? My goal is to set up offline base defense.
sd-discovery 30. okt. 2019 kl. 19:31 
How to fix missiles banking to the right immediately after launch?
Zirus 24. okt. 2019 kl. 6:48 
i have put cameras all over the missile why am i unable to use fire and forget
Hellothere 11. sep. 2019 kl. 18:56 
I'm trying to set up a ship using this script and I keep having a few issues.


1. When the script initializes it causes a HUGE lag spike. Noticeable stutter for single missiles, several seconds freeze when printing all 8 at once. Cause is definitely the script, printing missiles without it loaded doesn't stutter.
2. Whenever I launch missiles manually using DDS they fly backwards instead of forward. Any idea what causes this?
3. I kind of dislike how the missiles kind of just tumble into space and then leisurely turn towards their target. Is there anything in the settings or missile construction you can tweak to get a flatter launch profile kind of like this: https://youtu.be/WFV3FUlTzas?t=42
4. how exactly does manual lock-on work? The DDS page mentions DDS Aiming blocks, but nothing else.
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FPC  [ophavsmand] 10. sep. 2019 kl. 20:45 
Need the DDS script. Instructions on that page. :P
Audiacious 10. sep. 2019 kl. 20:39 
Alright so ive figured that out, but my missiles are not autofiring. how would I set that up?
FPC  [ophavsmand] 10. sep. 2019 kl. 19:16 
Yes. Have to add the tag to the warheads. Use Honorius as sample