Space Engineers

Space Engineers

Rdavs Easy Auto Turret Script
311 Comments
BooseOG 16 Oct, 2024 @ 3:03pm 
Also how does it reload?
BooseOG 15 Oct, 2024 @ 5:06pm 
Does this control AI turrets aswell?
Cthulhu 16 Jun, 2023 @ 5:41am 
Rdav's are the best scripts from the beginning, thank you Rdav
ViccyQ 11 Feb, 2023 @ 5:59am 
@Rdav

Thank you for the update!
Rdav  [author] 11 Feb, 2023 @ 4:37am 
it will prevent it working
ViccyQ 9 Feb, 2023 @ 9:39pm 
Anyone know if Weapon Core prevents this from working?
唔姆唔姆怪 17 Apr, 2022 @ 8:43pm 
I don't know why it was used normally before. The script seems to be normal. The missile tower as the aiming reference attacks normally, but the rocket on the rotor won't launch and the rotor doesn't rotate. I don't know what the problem is
TurtleHunter2 24 Mar, 2022 @ 6:24pm 
Salutes to you, made a plugin so good it became an integral part of the community and they basically added the same thing to the game
Rdav  [author] 22 Feb, 2022 @ 1:03pm 
with difficulty, SE and long range are still somewhat opposed
Füchschen 19 Feb, 2022 @ 4:00pm 
This is just awesome. It even works with Railguns and hinges as mentiond below.
but here is a question:
How do i defend against long range "skill shot" railgun attacks from players?
The "detector turret" on vanilla only has a range of 800m.
How do i defend something like a real-scale Halo from attacks like this?
(ok, its not real-scale... but 232,2km /144miles circumference is pritty big, ok? ._.)
https://cdn.discordapp.com/attachments/621449708602130462/943956775009415168/unknown.png
https://cdn.discordapp.com/attachments/621449708602130462/943965716690919496/unknown.png
Waldherz 13 Feb, 2022 @ 6:23am 
Would it be possible to add this: An option in the script, or somewhere else, which will return the turrets to a specific point, not just the center of the upper and lower limits.

E.g. I want all my turrets to be returned to 0°, but not all of them have an equal rotation angle to all sides. So currently they return to some point inbetween.

Example: Roation limit 180 - -30°
But I want the rest position to be at 0°
Thurmanite5 5 Feb, 2022 @ 11:18am 
Cool, thanks
Rdav  [author] 5 Feb, 2022 @ 2:21am 
it will work if you use the left handed arm tag in the hinge name iirc
Thurmanite5 5 Feb, 2022 @ 1:25am 
Kind script creator, is there a way to use a hinge instead of a rotor for elevation? I've designed a big rotor/hinge turret and then got tired of manually controlling it so I was wondering if your script could control it as is or if I need to redesign the whole elevation setup in order to make it work.
Rdav  [author] 12 Jan, 2022 @ 2:30pm 
they will only ever target what your (vanilla) turrets are targeting
wingmaster 12 Jan, 2022 @ 8:20am 
my turrets keep shooting my own base
Rdav  [author] 2 Jan, 2022 @ 3:31am 
yes that should be fine
BOOTZ 2 Jan, 2022 @ 12:32am 
if i keep it just the standard one up and over to right setup, can i route conveyors behind top rotor and add "2nd arm" so there no need for 2nd rotor?
space cowgirl joy 4 Dec, 2021 @ 9:35pm 
does this work with hinges?
Rdav  [author] 31 Oct, 2021 @ 4:39am 
there is already a configurable cap on rotor speed iirc
DazeyDream 30 Oct, 2021 @ 9:08pm 
Pretty pretty please, add support for double hinge turrets! Also, being able to edit resting positions in custom data would be really sweet. The auto resting positions can be heretical sometimes.Turning speed restrictions would be real handy too since my turrets like to rip themselves to bits by moving too fast and exerting too much force on themselves in awkward ways.
Morthwyl 8 Oct, 2021 @ 10:51am 
Is there a fix to weapons that never stop firing? I've got a few turrets and I have to have a special button that turns off all the weapon blocks or they just spam shots into the empty distance forever.
★➽AminoAcids➽★ 11 Sep, 2021 @ 9:27am 
For some reason, the aiming of the turrets is offset from the actual target is there a way to solve this?
[TGG] DoctorHeisenberg 10 Sep, 2021 @ 10:39am 
ok
Rdav  [author] 9 Sep, 2021 @ 1:34pm 
its something I'd like to do at somepoint
[TGG] DoctorHeisenberg 9 Sep, 2021 @ 1:22pm 
could you make more autonomous drone scripts please that would be awesome
Lunatricky 9 Sep, 2021 @ 1:46am 
@Dân quân tự vệ you should be able to mitigate this problem by setting up limits to rotation for all the rotors/hinges so that they don't hit your own ship. I know it would be better to just have the script do that but at least there is a way to do it.
quocphu1905 18 Aug, 2021 @ 4:05am 
Hello. Just wanna ask if your script has some way of preventing the guns from shooting through the ship they are mounted? I just tried ur script earlier and they literally tore my ship in two pieces (horizontally). Thank you for still an amazing script anyway.
Palladin888 7 Aug, 2021 @ 4:49pm 
Will this script ever work with weaponcore compatible weapon packs.

I was just playing around with the weaponcore vanilla replacement weapons and could not get the script to work. Once I unloaded the mod the script worked fine.
RMazer 4 Aug, 2021 @ 12:30pm 
ok cool thanks
Rdav  [author] 4 Aug, 2021 @ 11:59am 
should do, they need left in the name now though
RMazer 4 Aug, 2021 @ 11:59am 
ya does it run with hinges aswell?
Dark Eden 1 Jul, 2021 @ 4:11pm 
Oohh, sorry I meant hinges.
Rdav  [author] 30 Jun, 2021 @ 1:23pm 
I mean it would be pretty non functional without rotors
Dark Eden 29 Jun, 2021 @ 9:44pm 
Hello, just one question, does this support rotors?
holden4ever 24 Jun, 2021 @ 3:08am 
Any chance you could upload this plus your other scripts to mod.io for Xbox users with dedicated servers?
le goob 16 Jun, 2021 @ 5:42pm 
god bless space engineers programmers
Waldherz 6 Jun, 2021 @ 1:45am 
Can I somehow set this up so it doesnt use all turrets?

I think you provided an option for it but I dont understand any codes soo...
Aggressor 25 May, 2021 @ 6:45am 
Rdav its there any chance so You join my game and help me out solve problem with crazy moving turrets ? It moving from point A to B and shooting ground, no enemies nearby. It shooting by shoort burst every fev seconds.
Konraad 24 May, 2021 @ 8:40am 
TubeChild, this script does not work with weaponcore, if thats what you're trying
TubeChild 21 May, 2021 @ 4:20pm 
Hell Rdav! Your script works fine when I'm copying the setup from the gif. However, when I try to do the same with a modded weapon, the script can't find and identify it as a rotor turret. What am I doing wrong?
realHartman 18 May, 2021 @ 11:42am 
Hello. Does this works with WeaponCore? Whip's script doesn't and I'm finding an alternative.
Rdav  [author] 13 May, 2021 @ 9:48am 
it does still work, if it is not working it is likely due to a set up problem or an issue with a mod
Ace101 13 May, 2021 @ 8:32am 
no longer works
custom turret does not track nor fire with the vanilla turret
TheMajesticCarabao 13 May, 2021 @ 4:01am 
For some reason, when using two elevation turret, one shoots at the intended target but the other shoots somewhere else. Anyway to solve this?
Morthwyl 11 May, 2021 @ 11:35am 
Not really, it's a 90% vanilla world(Only thruster and battery mods), it's got about 16 rdav turrets with 8 vanilla turrets as designators, is it a problem that all the rdav turrets are double rotoring?

I removed a bunch for a test and it works on the reduced ship, but the primary is still having issues
Rdav  [author] 11 May, 2021 @ 10:36am 
It should only happen if it finds itself having to scan a substantial amount of rotors to see if they are turrets, and even then I never managed to reach that limit personally, it does seem odd, is there anything special about the ship
Morthwyl 11 May, 2021 @ 10:34am 
26k, so not even slightly the largest ship I've crammed these turrets on(That sucker was almost 70k blocks with 20 rdav controlled turrets)
Rdav  [author] 11 May, 2021 @ 10:33am 
huh thats odd, its not an absolutely gargantuan ship is it?
Morthwyl 11 May, 2021 @ 10:24am 
For some reason I keep getting the error that the script is too complex.