Space Engineers

Space Engineers

Large homing missiles 2
29 Comments
overwerk 28 Feb, 2020 @ 2:33am 
very unlikely, these are serval years old
Wolverine 27 Feb, 2020 @ 11:42am 
Still working?
s0ftness_ 18 Feb, 2018 @ 8:30am 
Спасибо
Pennywise  [author] 9 Dec, 2017 @ 3:15am 
Rayan_Tap4ik неб это уже давно сломалось. Работают на рейкасте торпеды
s0ftness_ 8 Dec, 2017 @ 7:12am 
Работает?
FPC 28 Dec, 2016 @ 12:25pm 
They broke GFD. Penny has a test object on his workshop using the new raycast method
Habers 28 Dec, 2016 @ 12:03pm 
it doesn't work anymore right? :(
Dabigatran 29 Dec, 2015 @ 10:10am 
hank you pennywise but i found the problem . it was me. the retard was strong with me and i was using pb track instead of pb launch.

and penny i m trying to make a bomb you might like but i have no idea on programing. its for large ships and concept is like this you lock a ship guess its 10 seconds later location and spawn the bomb filled with warheads to in front of it in it with a jumpdrive

the idea is good but ihave no knowledge on programing all i can do is to copy paste you can try it if you like

thanks for everything again you are the most helpful and skilled scripter of space engineers
Pennywise  [author] 28 Dec, 2015 @ 8:47pm 
no, timer runs w/o any arguments. it's probably wrong block naming. check if transmitter beacon is named "<Transmitter>#;"
Dabigatran 28 Dec, 2015 @ 4:24pm 
i have tried to copy paste the scripts and named every block on your ship same on mine too but it didnt work.
do you run timer block with an argument ? i tried to run it with default argument.
and thanks for answers.
artiedee 27 Dec, 2015 @ 5:06am 
Is there a way you can make it so its easy to create our own missles based on this script? Like we specify arguments, put a few blocks job done? The only way I see using this is just using ur blueprint, but u know every ship has their own specifications...
Pennywise  [author] 26 Dec, 2015 @ 2:12pm 
2: "Start"
3: "Stop"
4: "Forward"
5: "Vector"
6: "LockOnStart"
7: "LockOnStop"
8: "LockOnLaunch"
9: "LockOnHook"
Dabigatran 26 Dec, 2015 @ 2:01pm 
What are the arguments you use in the cockpit i loved your scripts and want to adapt some to my ships.
overwerk 17 Dec, 2015 @ 9:04am 
i don't think the ai react if it is not owned by space pirates faction
FPC 16 Dec, 2015 @ 9:00am 
Actually, the npc drones work as-is as guard drones. Just take a blueprint of one and build or paste it so that its owned by you.
overwerk 16 Dec, 2015 @ 8:32am 
i think player drones could be part of the game itself, it already have the algorithms to guide the drones to a specific location, so why not have a special block, when placed on a large ship, allow via antena to control and give simple orders to 2/3 drones? increasing the computing power will increase the drone control max level and special carriers could build and launch them at will. alowing for long range atack and defence of large settlements when you are away on a serv.
FPC 16 Dec, 2015 @ 8:10am 
Drones would be fun ;)
artiedee 16 Dec, 2015 @ 8:04am 
@Pennywise

Whenever u feel busy, do know that demand for this script is there...
artiedee 16 Dec, 2015 @ 7:56am 
@FowlPlayChiken

And thats what I did! The issue I found is stopping the script at a distance.. that is not fatal.
Pennywise  [author] 16 Dec, 2015 @ 6:24am 
yes, i planned to create escort or attack drones, but suddenly got lazy) i'll make em anyway.
FPC 16 Dec, 2015 @ 5:37am 
Arti, it already does that. Just replace the merge block with an armor block and fire ze torpedos ;)
artiedee 16 Dec, 2015 @ 4:56am 
Pennywise can you refit the script to do something truly amazing...

How about the ship your flying is the torpedo. Meaning you can intercept other ships, chase em in a dogfight. Maybe even escort a friendly! Different modes!

For escort you would have a distance value that the Nav Computer will try and maintain.

I already see its being used for so many purposes..
artiedee 16 Dec, 2015 @ 4:17am 
I wonder why do you need to stop LockOn?
Pennywise  [author] 11 Dec, 2015 @ 6:51am 
Script finds panels by name "TP1" and "TP2"
ShowPublicText must be checked
FreshAsIce 11 Dec, 2015 @ 6:49am 
oaky i know it sounds dumb but how to i move the info on the screens? it seems that my screens that i put on the bridge wont take the info
FPC 11 Dec, 2015 @ 4:42am 
Thank you as always!
Pennywise  [author] 11 Dec, 2015 @ 2:42am 
2: "Start"
3: "Stop"
4: "Forward"
5: "Vector"
6: "LockOnStart"
7: "LockOnStop"
8: "LockOnLaunch"
9: "LockOnHook"
FPC 10 Dec, 2015 @ 3:08pm 
Good question - what are the run commands? Thank you penny! great work. working to adapt it to my ship now.
FreshAsIce 10 Dec, 2015 @ 2:58pm 
how do i set up the actions in the cockpit if i remove it to place it somwhere else? because if i try to recreate it they dont work anymore^^ basicly im trying to stick this on an existing ship but change the cockmit to my main bridge so the targeting can be done from there