Space Engineers

Space Engineers

Autofire
23 Comments
Jolly 26 Sep, 2020 @ 10:11am 
@OH MY GOD, WE'RE DOOMED!
Just fyi Craig Perko quit Space Engineers many years ago, there are better scripts out there for this.
skeleton welder 26 Sep, 2020 @ 9:57am 
35mm inky steel works cannon x4 on my ball turret. This is gonna be fun... :)))
Jolly 21 Sep, 2017 @ 12:08pm 
I've won many dog fights with this program
Craig P  [author] 21 Sep, 2017 @ 11:46am 
:D
SoulTechnology 21 Sep, 2017 @ 11:40am 
well good news... ig ot it to work.... nothing beats 6 50mm cannons acting as one big fuckoff gatling gun. this may be a wee bit op.
Craig P  [author] 21 Sep, 2017 @ 10:12am 
It detects all weapons, but it's quite old. I'm not 100% sure it still works.

The problem with your idea is that it's a bit hard to know what a modded weapon actually is. So I went for "max generic" back when I programmed this.
SoulTechnology 21 Sep, 2017 @ 8:36am 
however since your a dev who responds and im messing wiht it right now. does this work with modded wepons or does it only detect the stock game gat and missile?
SoulTechnology 21 Sep, 2017 @ 8:34am 
gg, i see what you did there.... nah i thought this was gonna be a retardedly overcomplicated wall of text but its allot mroe straightforwards and simplified then i was expecting. tks
Craig P  [author] 21 Sep, 2017 @ 8:32am 
Sure, that's possible. Someone should program that!
SoulTechnology 21 Sep, 2017 @ 8:24am 
would it be possible to make a more advanced version of this that auto detects the selected wepon (or if not detects via special naming convention) and gets it rate fo fire data and the number of said wepon on the ship. and when you click to fire it sequenshally fires autmaticlaly? less setup and more universal + means you are 'firing' the guns instead of 'toggling' them.
xbstkx 9 Jul, 2016 @ 1:08am 
That was the plan but the first programmable block cannot even register the guns I want to add to it. It recognizes all the fixed guns when it includebydefault is true and loads them except for phrase sort of fine, but doesn't load any guns when set to false. I'll try another block in tandem with this one each searching for different code words but I'm not sure.
Craig P  [author] 8 Jul, 2016 @ 3:38pm 
Hm. I'm surprised this still works, but your best bet might be to have multiple programmable blocks that search for different words/use different groups?
xbstkx 8 Jul, 2016 @ 2:27pm 
Hey Craig, I'm likeing how this works but I want to setup multiple groups of volleys, not club all the fixed weapons on the ship into one almighty one. I tried setting the "includebydefault" bool code at the start to false and then set the "exceptionphrase" to something other than "manual" so I coud form different groups. But all this leads to is the code not finding any weapons with the exception phrase. Please help :)
Sadjuuk 15 Aug, 2015 @ 5:36am 
Thank you it's useful for large rocket launcher in survival, you can fire only during 3.7s before to need to reload without your script ! It's very useful great work !
Kephyr DeBlini 15 Jul, 2015 @ 10:28am 
@Craig I fixed it! I didn't realize "trigger" was an actual command to the programming block! Thanks for the quick response though.
Craig P  [author] 15 Jul, 2015 @ 8:15am 
@Kephyr That's pretty vague, but here are some general hints:

Look at the programming block. Does it say something about an error, or about needing a recompile? Manually run it with "Reload" as the argument. Does it say anything helpful? It should tell you how many weapons it found.

Look at the timer. It should be ticking along at one per second. Manually run the programming block with "Toggle" as the argument. Now look at the timer: it should be running so fast that you can barely even tell it's running.
Kephyr DeBlini 15 Jul, 2015 @ 7:08am 
hi Craig. I seem to be having trouble with setting this up. I'm following all the steps and it's not working. I've even tried "reloading" but with no result. let me know if you have an idea of what could be wrong.
Craig P  [author] 25 Jun, 2015 @ 9:30am 
I forgot to put in the extend/shrink delay options, so I have to update this script anyway. I'll put in a toggle to do it both ways.

But it's gonna be a while, my computer fried itself as soon as I uploaded this script.
Kam Solastor 25 Jun, 2015 @ 9:16am 
Just, that way the only weapons targeted will be exactly what you specify - and you wont find random weapons going off when you activate the script because 1. you forgot to add the ''dont fire this weapon'' tag, or because they were added later. Every non-turret weapon you add you'll have to change the name into - much easier on the users part to just add a tag to the weapons they do want.
Craig P  [author] 25 Jun, 2015 @ 9:06am 
Yes, that would be an easy change. But that requires more setup, and I like the plug-and-play approach. Hm.
Kam Solastor 25 Jun, 2015 @ 8:00am 
Could it be changed to grab anything with, say [AutoFire] in the name? That way it'll only grab what you specifically want it to instead of grabbing everything except what you tell it not to.
Craig P  [author] 25 Jun, 2015 @ 7:56am 
@Kam: It grabs every non-turret weapon except for those tagged "manual". This can be changed if people don't like it, but that's how it is right now.
Kam Solastor 25 Jun, 2015 @ 7:45am 
How do you add in the guns to be toggled? Or does it grab every single weapon on your craft (which would be highly impracticle)?