Space Engineers

Space Engineers

Gun Fire Control System Mk3
345 comentarii
HighFlyer96 14 nov. 2022 la 9:35 
@PATS3Y You can see for yourself, this mod has released and updated in 2015. The DLC you're asking about has been released in 2022 Your best chances are just trying it out. As previous commenters already stated two years ago, this mod hasn't been updated and that there are similar replacements for it.
PATS3Y 13 nov. 2022 la 21:05 
does this work with warfare 2?
SevenofThr4wn 19 dec. 2020 la 17:32 
I am going to try it out now so if it is well and truly dead then I will tell you if it doesn't I won't tell you.
Gryphon 25 mai 2020 la 7:05 
@maggotlord this is pretty much well and truly dead, hasnt been updated since 2015. there are modern examples of similar scripts though, just do a workshop search for whiplash141 or Rdav
Maggotlord 7 mart. 2020 la 10:00 
I just explored this game and this mod/script is all i want in this game! PLEASE make an update <3 without it my work for an 600m Battleship was complete brainfree :`(
Hage Maoh 6 ian. 2020 la 23:33 
Any up-to-date version of this?
HighFlyer96 26 mai 2019 la 6:47 
Someone should fix the damn game first I guess
the fox 25 mai 2019 la 17:34 
Please Update, Way to many compiler errors
Silver 25 mai 2019 la 17:26 
Please update because it does not compiled too many errors
Mishka 11 dec. 2017 la 3:24 
Any chance of this getting an update?
Mikeangel 13 sept. 2017 la 4:35 
im trying to set this up, i think everything is right, but it doesnt work.
AryxCami 21 aug. 2017 la 8:03 
I'm lost.
Orbitect 10 aug. 2017 la 11:00 
Pille 27 iul. 2017 la 16:17 
For the "Sensors prevent friendly fire" function to work, the line 973 needs to be changed to:
if((turret_sensors as IMySensorBlock).IsActive)
Snoman 23 iun. 2017 la 10:24 
@gergelypuskaval that version is working great so far, except for the one-block (non-rotor) turrets, they just fire off at what ever angle they happen to be pointing. Rotor turrets are working fine. Anyone know how to fix the non-rotor turrets?
TheOnePunisher 10 iun. 2017 la 16:39 
Does it tell the turrets "Hey dumbass, don't fire in that particular direction, you'll hit us". That would be nice. :steamhappy:
Gryphon 20 mai 2017 la 17:30 
@gergelypuskaval, you sir, are a saint
gergelypuskaval 14 mai 2017 la 11:51 
Hey guys!

I patched up the code where the modAPI changes broke it, so at least it can be compiled properly. Didn't tested it entirely, but at least I managed to make it work, so here's the pastebin link:

https://pastebin.com/wQuid4hz
Leon 26 apr. 2017 la 13:36 
updat
Gryphon 28 febr. 2017 la 11:37 
@Donedelium I understand you cant publish the fix without permission, but is there anyway I could get my hands on it for private use?
Gryphon 28 febr. 2017 la 11:36 
@HighFlyer96 it has gotten "better" but they most definitely still hit their own ship
HighFlyer96 28 febr. 2017 la 9:59 
Do the turrets still shoot at own structures when line of fire is obstructed or did they fix it? Asking about vanilla game.
Dondelium 19 febr. 2017 la 16:34 
I fixed your script. I would like to add it to your mod page here if I can. Otherwise I would like to ask permission to re-upload it.
Dariorthan 7 ian. 2017 la 10:33 
@Commdrop didnt you read the past comments?
SkyTempo 7 ian. 2017 la 9:47 
does this script still work at all?

If it does, which functions are still operational?
Dariorthan 24 dec. 2016 la 0:02 
@Ricktor87 probably not
Luvstruckmango 10 dec. 2016 la 20:29 
It talks about not being able to get position.
Luvstruckmango 10 dec. 2016 la 20:28 
This Script doesn't compile anymore. Something needs to be fixed.
Daniel L Parry 7 dec. 2016 la 15:14 
Is this still being maintained? As recent API changes mean the script fails to complie.
tommorox2345 29 oct. 2016 la 22:58 
can you make one that is specialy for cammeras as a spotting system
Dariorthan 3 oct. 2016 la 13:57 
also the setup is a bit less complicated
Dariorthan 3 oct. 2016 la 13:56 
@moneyone219 but it works
LonelyGuardsmen 3 oct. 2016 la 13:48 
@Dariorthan Whiplashs scrip is no where near as good as this one.
Dariorthan 18 sept. 2016 la 20:36 
@BitVictim i use whiplash's turret script and as this one the turrets can target anything the director can.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=672678005&searchtext=turret
ScratchedWinter 18 sept. 2016 la 13:55 
@Dariorthan Do you happen to know of any other mods that enable automatic rotor turrets? Specifically ones that allow for very long range engagments..
Cheetah 18 sept. 2016 la 1:55 
The script was broken long ago, even before the major ModAPI haywire. It wasn't working even in May.
Dariorthan 17 sept. 2016 la 9:36 
@BitVictim although i doubt it has this mod was last updated nov 2015 and about two months ago they changed something to to with scripting, which might have broken this mod.
Dariorthan 17 sept. 2016 la 9:34 
@BitVictim try?
ScratchedWinter 17 sept. 2016 la 8:39 
Is this still working?
TheKingBEE 8 sept. 2016 la 17:31 
Is there an example world with this working that I could see, preferably dev branch? I cannot for the life of me get it to work with either version of blueg or by itself.
venator2070 20 aug. 2016 la 6:53 
The script tells me that It's running via lcd but nothing happens. the error says: Program(141,5): Warning: The field 'programm.found_controlled' is asigned but it's value is never used . Can someone pls help me fix the script? thx in advance.
venator2070 18 aug. 2016 la 7:53 
It displays about twice as much errors as fit in the compile(check)error box. Pls fix dude. many of my stuff is very reliant on that script. I have ships that use solely custom gfcs turrets and they are now pretty useless.
Hakhari Neutomi 18 aug. 2016 la 6:43 
Newest update broke the script
FallOut(eX) 15 aug. 2016 la 15:14 
But in Stable Build it's fine :S
FallOut(eX) 13 aug. 2016 la 21:31 
Currently in Dev build of SE your custom RadarG doesn't work.
Dariorthan 27 iul. 2016 la 7:57 
the script uses any blocks that are of the "rotor type" so it it should work with advanced rotors.
GingerBunny 26 iul. 2016 la 18:53 
Does it work with Advanced Rotors, because all the ownership and everything else is correct, but the script still can't detect any turrets. I also turned no directors to true if that helps. Anybody know why?
Dariorthan 17 iul. 2016 la 0:06 
"EXTRA FEATURES AND SETTINGS"
Dariorthan 17 iul. 2016 la 0:05 
you need to set up a timer for the auto fire. search under extra features
Sebforce116 16 iul. 2016 la 19:32 
so I've set it all up, the turret does move but it won't fire
why?