Space Engineers

Space Engineers

[OUTDATED] Whip's Weapon Sequencer [SINGLE GROUP]
147 Comments
Whiplash141  [author] 5 Dec, 2017 @ 4:02pm 
Howdy @Mr. Ditch: I have just released a new code aimed at replacing this one. Give it a try :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1221921128
Mr. Ditch 3 Dec, 2017 @ 7:11pm 
I feel like I've been on here asking this before, but I'm having an issue with geting this to fire all my rocket launchers on a new ship. all have sequenced in the name, the script detects them, locks the rps at 15, then fires one or two, and continues to empty a single launcher.
LettuceSupreme (Nitron X) 3 Oct, 2017 @ 12:04pm 
You're the man @Whiplash141, everyone on SE owes you a beer to two.
Whiplash141  [author] 1 Oct, 2017 @ 9:43pm 
@Rampage:
Yes I do: https://i.imgur.com/u0thrQm.png

Give me a few days to get all the instructions and stuff done so I can publish it :)
LettuceSupreme (Nitron X) 30 Sep, 2017 @ 7:08pm 
Howdy, Whip. Is there an easily implementable way to make this script work for multiple groups? I have a large weapoins array that has rockets set into 4 zones, I have 4 of your scripts running so each zone can fire 60rps, but simspeed takes a major hit from the programs running (before I even get to fire a single rocket). I usually see drops between .2 & .4.
ZenSei 18 Sep, 2017 @ 11:05am 
"upload a world where it happens so I can try and find the root cause?" - yes I can, and also thx for the quick reply

"Also, your english is better than mine and I'm a native speaker XD" - Ok xD thanks
Whiplash141  [author] 18 Sep, 2017 @ 8:59am 
"so I got this problem that whenever I want to delete/disconnect the Programmable block with the Sequencer script loaded, it instantly crashes my game and I get thrown back to the last autosave."

Huh... That sounds like a game bug. Does it only happen with this script? If so, could you upload a world where it happens so I can try and find the root cause?

Also, your english is better than mine and I'm a native speaker XD
ZenSei 18 Sep, 2017 @ 7:16am 
also english isn't my first language so please excuse mistakes
ZenSei 18 Sep, 2017 @ 7:14am 
Hey there Whip,

(short info: I'm currently working on different versions of a turret [like, one with gatlings, one with rockets, etc.] with the MART script combined with this one {and possibly the turret slaving})

so I got this problem that whenever I want to delete/disconnect the Programmable block with the Sequencer script loaded, it instantly crashes my game and I get thrown back to the last autosave. This is really annoying because 1. all my changes after the autosave to the turret are gone 2. the turrets are designed to be standalone and just have to be plopped on the ship to work so they can't have the base (on which I build and test them) saved too.

but I also absolutly love your scripts and these are super helpfull and got me out of my lazyness to actually do something.
Keep up the great work!
Whiplash141  [author] 12 Sep, 2017 @ 4:16pm 
@Graphic_Wing:
You'd need a second program for that.... buuuuuuuut... I have a new code that will do it all in one code :)

Finishing up the presentation.
MIMI Sentry 12 Sep, 2017 @ 1:57pm 
Is there a way to seperate sequenced sets? I'm making a Multi-use fighter and I want to have the missile lanchers be seperate from the two reloadable rockets on the bottom
LordZile 27 Aug, 2017 @ 3:16am 
i just have to coment on the this idiot link. i love it. i have seen it so many times in so many games with moding LOL and it hapens all the time roughly like that.
Whiplash141  [author] 18 Aug, 2017 @ 11:31pm 
"Is this script able to work with Big Bertha?"
I dont know what Big Bertha is, but if it is a gun, it should! Use the argument "delay 30" to get that rate of fire of 0.5 Rounds Per Second.
ARAURA 18 Aug, 2017 @ 10:59pm 
Is this script able to work with Big Bertha? I would like for 3 cannons to fire in succession, 2 seconds after each, and be able to trigger again once reloaded.
Purpleskin 28 Jul, 2017 @ 8:14pm 
oOo awesome!
Whiplash141  [author] 28 Jul, 2017 @ 11:28am 
Yep!
Purpleskin 28 Jul, 2017 @ 5:39am 
soo can I use this in conjunction with your turret slaving script?
zeckmon3 25 Jul, 2017 @ 1:52am 
so whipsplash how was the code stealer?
Whiplash141  [author] 12 Jul, 2017 @ 11:19pm 
Hmm... I'm not sure. Sometimes I have to jiggle my scroll bar to get my scripts to show up. Maybe that is the case for you too?
Unknown Playe72 12 Jul, 2017 @ 9:40pm 
Hey whip, I have been subscribed to this script for quite some time. Do you know Why it wont show in my subscribed scripts?
Whiplash141  [author] 10 Jul, 2017 @ 12:51pm 
You can change the name tag in the code :)
NTSFMagellan 10 Jul, 2017 @ 10:04am 
¨^
This is what i get
When I hit the Brackets button
NTSFMagellan 10 Jul, 2017 @ 10:04am 
Also, Anyone Know how to make your goddamn Keyboard type Brackets in
Whiplash141  [author] 9 Jul, 2017 @ 5:18pm 
You only need one timer Ninja :) All programs can use the same looping timer
FlamingNinja 9 Jul, 2017 @ 1:50pm 
NTSF, it does, you can easily add another tag to differentiate between the two groups, or add a second timer and programmable block. however you may come across the odd bug, but that might just be on my end.
NTSFMagellan 9 Jul, 2017 @ 1:07pm 
Like Sequenced 1
Turret 1,
Sequenced 2 Sequenced 2 , Turret 2
NTSFMagellan 9 Jul, 2017 @ 1:06pm 
Will it work with more than one
NTSFMagellan 9 Jul, 2017 @ 1:06pm 
Im using this as Well as MART to Modify A workshop Millenium Falcon With The guns, So it works.
odball365 23 May, 2017 @ 4:56am 
lol i clicked on *this idiot* the name for the script XD
drandarith 22 May, 2017 @ 2:10pm 
I'm hoping this script will allow me to distinguish between seperate weapon groups. I'm trying to get a firw effect like from BSG, where specific cannons fire in pattern. Is it possible to time each group individually?
Whiplash141  [author] 6 May, 2017 @ 4:24pm 
Glad you like it.... And now I gotta go reinstall that game xD
Quartofel 6 May, 2017 @ 11:50am 
Just implemented that on my Gunship, it's amazing, much more control over ammo consumption and improvment in aiming.

Plus Battlefield: Bad Company 2 attack heli runs flashbacks... Good times.
Whiplash141  [author] 28 Apr, 2017 @ 4:47pm 
@Ewanator: It should work fine with my turret ai script :)
Catalyticc_ 28 Apr, 2017 @ 2:05pm 
@whiplash141: It's working great thanks. I managed to set up a more analogue solution for connectors using a rotor and a bunch of sensors (which was fine because large ships). I'm gonna be using this script a lot more because of how good and easy to use it is. Good job. Also, hypothetically, would this combine well with the ai turret mod? As in have a custom ai turret with this script's autofiring.
Whiplash141  [author] 25 Apr, 2017 @ 6:10pm 
@Ewanator: Sadly it only works for weapons, but I'm glad that you like the functionality!
Catalyticc_ 25 Apr, 2017 @ 3:42pm 
This script is amasing, I just used it to make a new heavy fighter-bomber and it works perfectly. One question, does it work with connectors? For things like automatic gravity guns and the like, or even nukes if you wanted to.
Whiplash141  [author] 4 Apr, 2017 @ 2:25pm 
@FlamingNinja: Thanks! I'm in the finishing touches of a brand new sequencer with infinite independent groups supported with just one code :)
FlamingNinja 4 Apr, 2017 @ 2:10pm 
Cheers Whip, Your scripts are insanely useful and I hope you manage to make more ^_^
Whiplash141  [author] 4 Apr, 2017 @ 1:52pm 
@FlamingNinja:
Make another program block with this code and change the "unique_identification_string" to something else that is unique. You can use the same timer to loop it :)
FlamingNinja 4 Apr, 2017 @ 11:52am 
Cheers, that'll help with my warship.
Another question, is there a way to set up two seperate sets of weapons (Port and starboard) each with timers and program blocks?
Whiplash141  [author] 4 Apr, 2017 @ 11:47am 
@FlamingNinja:
As long st the tag "[Sequenced]" is in the name, it will work :)
FlamingNinja 4 Apr, 2017 @ 11:17am 
Does this work if you've grouped the weapons and added 'Sequenced' to the group name?
Whiplash141  [author] 11 Mar, 2017 @ 1:16pm 
Hehehe :) I'll mention you in the description :)
Ronin Planetary Industries 11 Mar, 2017 @ 6:43am 
New code firing in alphabetical order... I wonder... just wonder where you got that idea from???? LOL
Whiplash141  [author] 2 Mar, 2017 @ 9:10pm 
@Sir Andrew III:
T R I G G E R E D ! ! ! 1 ! 1
SirAndrewTheThird 2 Mar, 2017 @ 6:33pm 
"Trigger the timer." Okay, seems straight forawards. "Hey Timer, you're a lazy excuse for a clock." *Timer is now triggered*
Whiplash141  [author] 30 Jan, 2017 @ 2:21pm 
@Sgt. Forge: I will be releasing a new code to handle multiple groups. Until then, you'll need a code for each group that you want to sequence. Sorry for any inconvenience
Cmdr. DoomForge™ 30 Jan, 2017 @ 1:33pm 
Is there a way with this yet to make split groups to sequence? I was thinking of using it on the rotor turrets for my Vulture build I'm planning to attempt soon but I don't know how well yet it will do when the turrets fire independent of each other at different targets.
Reepper 10 Jan, 2017 @ 12:54pm 
Oh thank ^^ ! Whiplash french fan code ( WFFC ) ^^ ! ok i will see that