Space Engineers

Space Engineers

AutoPillock - universal flight automaton [SUPERSEDED]
124 Comments
cheerkin  [author] 9 Feb @ 3:17am 
I wasn't subscribed to this thread so apologies for ignoring questions here. This item is replaced by APck Core 1.0 script and its best to ask questions in relevant topic on that page.
bigb3321 18 Jan @ 4:58pm 
Hello i have a interesting question could you use the drones like a wall because i had a idea as a drone as a shield or a drone with a folding wall that will stay close to your ship but stay facing towards the enemy taking the shots i got the idea form a show just wondering https://yamato.fandom.com/wiki/Wall_of_Garmillas_Subject
caterpillar 14 May, 2024 @ 5:22pm 
Hello!

I'm trying to learn how to use AutoPillock, and it's been really tough trying to figure it out. In order to cut down on the amount of programmable blocks I'm using in a ship, I'd like to ask a question: can AutoPillock's management of advanced dampening, gravity drives, and ripple/salvo firing be used while the ship is being manually controlled? If so, how?
[HELLBENT] 2 Apr, 2024 @ 7:08am 
Hi, can I ask you for the source code of this script? I'm a scriptwriter myself and I try to improve myself every day, so I would be very interested in figuring out how some of the features work. I'm mainly interested in optimization: 2 milliseconds for 600 objects, each of which has a gyroscope is great.
overwerk 1 Mar, 2024 @ 7:38am 
@Deltaprimus It should yes, docks for miners are tagged differently, so unless you mess your definitions they should stay out of each other's way as long as the drones do not have APCK, just the carrier
Deltaprimus 24 Feb, 2024 @ 6:52am 
can this be used alongside thescam miners on the same ship?
Stollie 19 Dec, 2023 @ 5:15pm 
Think I have this worked out now as well, the docked broadswords when thrusters are enabled are fighting the carrier grid, once they undock it goes down to 0.00 :)
Stollie 19 Dec, 2023 @ 4:44pm 
OK I think I sorted this out with the clear defs, as you mentioned in the description it needed reset to find all the thrusters. It has this annoying habit of switching between 0.00 and 0.01 rapidly though, is there some way to stop that?
Stollie 19 Dec, 2023 @ 6:13am 
Hi I'm having issues with dampners. I think you are overwriting the vanilla dampening with your own version of it if I read correctly.

I'm using the reference control module https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891606222 and updating the script in it.

What I'm finding is that the dampening doesn't seem to work, it just wont kick in and when I toggle damp-when-idle on or off it seems to make no difference.

Can you please let me know what I'm doing wrong?
Aymira 1 Nov, 2023 @ 4:07pm 
i cant find any usable tutorials. I want make a fleet for my freighter but i can only found print ready things. I have a freighter and 4 attack drones. How i can set up? I checked already your channel or youtube but only i see preview or else. Can u make tutorials please? Im so confused. I had download 5-6 scripts about of autopillock but how i can use them? With custom drones? Custom fleets? Mainship? or else?
TheGamingNot 18 Oct, 2023 @ 6:02pm 
would it be possible to make a auto defense system with this script? like once one "radar" detects a enemy grid all bases within a certain range send out their drones to intercept the grid, and once the grid is dead they all return to their bases. if theres a guide or video already out on how to do this please let me know
Tueem 10 Oct, 2023 @ 11:39am 
And how can I set one or multiple seats to main cockpit using the script? or disable certain seats? is there maybe some tag?
Tueem 9 Oct, 2023 @ 3:26pm 
Hey, I got a quick question about the dampener system... When manually controlling a ship with apck and then lock with a landing gear the thruster still fight gravity. Is there a way to disable that?
AN Marc Appledash 14 Sep, 2023 @ 10:25am 
sorry i meant FAQ not user guide
AN Marc Appledash 14 Sep, 2023 @ 10:18am 
@CalmLove you don't need to do anything the script sees what it has available to it

@DazDaazDaaaz i think you misunderstood something there WC target provide is used for getting target data to APck. APck it self has no WC integration in any way BUT you can still make it fire WC weapons you can find that in the user guided at the bottom.

@Syngather there is a tag you can put in the edit script called

static string GGEN_GR_TAG = ""; put the tag aka Group name you want the script to look for to only use those gens
Syngather 14 Aug, 2023 @ 3:21pm 
So not sure how to fix it, but I have both a grav drive and regular grav gens on my capital ship, the a-core keeps setting my gravity to 0. Guessing it has something to do with the grav drive, is there a way to have the system ignore those so they dont keep going to 0 grav?
KuroShiro 23 Jul, 2023 @ 10:40pm 
is APCK Weapon Core Targeting still needed for using WC weapons or has the code been updated to include it?
VertigoV 12 Jul, 2023 @ 6:19pm 
What command would i use to switch to single direction thrust?
cheerkin  [author] 8 Jul, 2023 @ 1:08am 
@Gary it is an interesting issue, never heard of that. I'll test in on a server when I have a chance. Yeah, it's is very likely due to some aspects of Keen multiplayer implementation. Before giving any advice I have to figure out why it happens.
cheerkin  [author] 8 Jul, 2023 @ 1:04am 
@Vokun Vulon - it does not require IMyMotorStator. I can't imagine a situation where the script would demand one, so you can help me by providing more details and maybe submitting your blueprint (in Bug Reporst PINNED discussion)
Gary 17 Jun, 2023 @ 5:26pm 
This is a really impressive script. I am having some troubles with the dampening when using the script on dedicated server. A ship with AutoPillock installed appears to slowly drift in position when sitting idle, while a player is in the cockpit. It seems like the ship isn't really drifting though - it is like there is a disagree with client and server about the ship's position. As soon as the player in cockpit applies some thrust, or changes the camera, the ship will rubber band back to what I think is it's real position. Is this some limitation of KSH DS working with the script? If there's some configuration I can change to address this that would be really good.
Vokun Vulon 2 May, 2023 @ 4:17am 
It would be real damn helpful if it was clear on what i need to name what, this is absurdly awkward to follow and im actually giving up on using this and the RTS system on my build.
I don't have to download and disassemble and existing build to learn how to use any other script ive used so far, their descriptions both on steam and in game and more than clear enough, this, this is like listening to my autistic brother try to explain something to me without any prior context!
What the hell is "IMyMotorStator" meant to be as a required block?! From the guide all i need is gryo, remote control, and the program, yet it keeps telling me it doesnt have it.
Daywalker 25 Apr, 2023 @ 8:34am 
This looks awesome but a little overwhelming tbh. Should I wait for the upcoming update to start trying to figure it out? To avoid confusion when the update drops
Phoenix 19 Apr, 2023 @ 6:30pm 
Oh THAT update is almost here? Looking forward to it. My Kaiser ships still use APck so the new features will be fun to work into the builds.
Covfefe The Mighty 19 Apr, 2023 @ 12:49pm 
That sounds awesome, definitely will check it out :D
cheerkin  [author] 19 Apr, 2023 @ 7:38am 
Big update coming soon too, which would add even more flexibility by allowing custom user-defined behavior chains, performance improvements and better sub-unit support.
cheerkin  [author] 19 Apr, 2023 @ 7:35am 
Yes, it still works and superior to automatons in every aspect except collision avoidance.
Covfefe The Mighty 19 Apr, 2023 @ 7:18am 
Hey, sorry for bothering you, but will this version work with the new Update? While there was another, confused, comment who asked about this, there was nothing from since the update launched. I saw your videos on Reddit and finally want to give it a shot :3
cheerkin  [author] 30 Mar, 2023 @ 3:54pm 
No.
kinngrimm 30 Mar, 2023 @ 7:27am 
does the docking include rotor-docking?
Darklus 24 Mar, 2023 @ 7:38am 
Dear Cheerkin,

Thank you for your confirmation, I think I am just doing something wrong, Will try again.

Regards
cheerkin  [author] 23 Mar, 2023 @ 12:06pm 
Hello, what are you expecting to find? It is a script. Meant for the normal version, pre-automaton.
Darklus 23 Mar, 2023 @ 7:06am 
Hello,

Very sorry to drop in like this, I am just a little confused if this is meant for the stable game or for the new AI update?

Just want to make sure because cant find anything ingame and I am playing on stable.

Regards
cheerkin  [author] 14 Mar, 2023 @ 5:26pm 
You can also ask this kind of stuff on KeenSWH official discord, in programmable-block channel. There are people ready to help, I often hang out there too.
cheerkin  [author] 14 Mar, 2023 @ 5:24pm 
For floating astronaut, use sensor and get his WorldMatrix. You'd need to add some offset from position upwards. For camera - almost half block backwards from the cube center (camera block position is the cube mid point, like with all blocks, but the actual camera lens is near cube back face). I don't know exact values and just used some after experimenting for a while.
teevinmar 14 Mar, 2023 @ 4:21pm 
Thank you SO MUCH! I've been looking for this kind of thing for so long!
How do I get the player's or camera's eye position to cast a ray from?
cheerkin  [author] 14 Mar, 2023 @ 11:57am 
Hi! Good place to start learning the sprite API is here:
https://github.com/malware-dev/MDK-SE/wiki/Text-Panels-and-Drawing-Sprites

Regarding projections. There are at least two approaches, the first involves using projection matrix, and the second is more "naive" geometrical approach.

First one requires from you a decent understanding of 3d graphics/engines basics - there are some video tutorials and series of articles (direct3d/openGl tutorials).

Second is easier for beginners imo. The idea is to use VRage methods to fiind an intersection of the ray from your POV to the target with the screen plane. Look for PlaneD, RayD classes. When you find that point, all you need is to scale it to screen resolution and draw the sprite at screen XY coordinates.
teevinmar 13 Mar, 2023 @ 8:39pm 
Hello. For some time I've wanted to do more with LCDs than write text in 1 color and, eventually, I'd really like to make scripts that draw a HUD on transparent LCDs. I see you have achieved this (as shown in your "automatic shuttle between two moving carriers" YouTube video).

So far, I've been unsuccessful finding anything explaining how Keen's sprite-based graphics works. Would you happen to know of any tutorials or of any scripts that are small, simple, and maybe have some comments?

Of course, if you'd like to share you knowledge, the holy grail for me would be if you would explain Keen's graphics API AND the projections you use to make the HUD properly align (i.e. plotting a pixel on the LCD such that it's directly between the eye of the player in the pilot seat and the other ship / missile / GPS position in the distance that the pixel is meant to mark).

Thank you for your time.
"The more you share, the more your bowl will be plentiful" - O.P.A. proverb
Haru花田治広 13 Feb, 2023 @ 10:07am 
Aye, if I can find something that seems to trigger the issue I'll def let you know for either or or both cause it's an awesome system. :3
cheerkin  [author] 12 Feb, 2023 @ 5:17pm 
SCAM and this have very few in common, so it's better to discuss them in their appropriate bug reports discussions.
Unless you know how to reproduce the issue, I'm afraid I can't do anything because it's something specific to your set up or use case (I have not experienced things you mentioned personally, otherwise I would've already fixed them).
Haru花田治広 12 Feb, 2023 @ 2:09am 
Beyond GUI my knowledge on how coding witchcraft works. That being said, I have attempted several times both in my moded games and in vanilla unmoded to figure out what might be causing some strange behavior. Drones either attack/or mining with the SCAM script work fine to a point. Then randomly they get stuck I assume and fly off in random directions. The only way I've found to fix them is to either ctrl-x them or grind them down and get new ones after recompiling the pb's to clear the panel gui. Other times they kamikaze you when they undock and try to fly through a ship or run into the ship attempting to dock (this is far more an issue with the SCAM one but appears with this as well.) Equally as often the script works as advertised. Will def be following to see if issues are fixed and to play with in creative in the mean time. I would do a bug report but I have no idea what's happening nor how to replicate it and since it happens with or without mods I presume it's not on my end?
cheerkin  [author] 28 Jan, 2023 @ 3:17pm 
@Invalid - attack task.
@ink_gai, через аргумент никак - только через тег rank. Времени пока нету для русской версии, но как-нибудь надо заняться.
ink 28 Jan, 2023 @ 12:06pm 
я любитель в этой сфере и я только до базовых команд смог дойти, по тупи следование 1 дрона или стыковки но как только появляется больше одно то дроны сходят с ума
ink 28 Jan, 2023 @ 12:04pm 
слушай вот сколько не ищу не могу найти как выставить родителя через аргумент, можешь подсказать где это посмотреть, и будет невероятно хорошо если появится рус. версия гайдов
Invalid 28 Jan, 2023 @ 11:22am 
Hi, i'm looking through the guide and trying to replicate the behavior i had with the earlier script; what is the equivalent to the old command:gat-his-ass-off that tells all your drones to focus on one target?
cheerkin  [author] 28 Jan, 2023 @ 4:18am 
Please move the question to the FAQ discussion and I'll answer there.
SkullmanAlpha 27 Jan, 2023 @ 1:47pm 
Absolutely wonderful script, but I've been running into issues in two places.

When using the wingman function, the wingman sometimes crashes into the lead ship when moving to its initial position and if trying to use 2 wingmen, they sometimes crash into each other when attempting to cross to initial positions on opposite sides. Is there anything I should be doing to prevent these collisions?

I also can not for the life of me figure out docking to a grid that isn't running the script. I have tried every variation on infer-task to get the required vectors that I can think of and they all either cause an error or just add another wait-for-signal to the task list. The specific use cases I'm looking for are to have the ship dock up to a base that isn't running autopillock and to have it dock up to NPC trade stations to make trading more painless.
cheerkin  [author] 27 Jan, 2023 @ 4:49am 
It does not matter. If you can manually access other grid remotely (from dropdown list), then there is a connection.
RWC script is not released yet, there is an outdated version somewhere on my WS (a vtol ship with a big gun on top), but it might not work with the current APck and TGP.
Tueem 27 Jan, 2023 @ 1:25am 
Also where can I find the RWC script for custom turrets?
Tueem 26 Jan, 2023 @ 10:39am 
do laser antennas also work for that?