Space Engineers
LAMP | Launch A Missile Program (for WHAM)
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Help/Questions (LAMP)
If you notice a bug or have general questions, feel free to ask here.

If asking for help, please report the version of the code the bug occurred in and provide as much information as possible.
Τελευταία επεξεργασία από Whiplash141; 3 Αυγ 2023, 17:11
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Εμφάνιση 1-15 από 362 σχόλια
Apologies if you said this somewhere in the description, but is there a way to customize which specific screen of a cockpit/control seat the LAMP fire control UI shows on?
Τελευταία επεξεργασία από CrimsonAdder; 25 Μαϊ 2020, 13:34
the topdown modehow exactly work? have to be in space to fire toward the ground?
Whiplash141  [δημιουργός] 25 Μαϊ 2020, 15:38 
Αναρτήθηκε αρχικά από CrimsonAdder:
Apologies if you said this somewhere in the description, but is there a way to customize which specific screen of a cockpit/control seat the LAMP fire control UI shows on?
In the block's custom data. For example, if you added a cockpit to the Fire Control group, open that cockpit's custom data
Whiplash141  [δημιουργός] 25 Μαϊ 2020, 15:39 
Αναρτήθηκε αρχικά από sebitor:
the topdown modehow exactly work? have to be in space to fire toward the ground?
You need to be in a planet's gravity well to use topdown.
is it possible to controll two(or more) types of missiles?(for example small and large)
if it possible plz tell how?
if its not, it will be a good feature
p.s. i'm your big fan:winter2019joyfultearsdog:
Whiplash141  [δημιουργός] 25 Μαϊ 2020, 16:37 
Αναρτήθηκε αρχικά από Hundur:
is it possible to controll two(or more) types of missiles?(for example small and large)
if it possible plz tell how?
if its not, it will be a good feature
p.s. i'm your big fan:winter2019joyfultearsdog:
Not sure what you mean, but it really doesn't matter if your missile is large or small. If it is configured properly, it will work.
can the script handle opening a silo door for more than 1 missile? I have 2 small grid missiles that use the same silo door.
Whiplash141  [δημιουργός] 27 Μαϊ 2020, 7:08 
Αναρτήθηκε αρχικά από daroach1414:
can the script handle opening a silo door for more than 1 missile? I have 2 small grid missiles that use the same silo door.
Only one door per missile, but you could do this with the timer triggering functionality instead. Add timers to the group and then configure which missiles they trigger for. Then setup the timer to open that shared door.
I'm using the missiles against a target about 4 km away, but the script is saying that lock on to the target is too close, any ideas on how to fix it?
Whiplash141  [δημιουργός] 29 Μαϊ 2020, 6:39 
Αναρτήθηκε αρχικά από BROVID-69:
I'm using the missiles against a target about 4 km away, but the script is saying that lock on to the target is too close, any ideas on how to fix it?
That means something is obstructing your cameras. Cameras can not raycast through glass or anything like that.
I've been doing a bit of testing and it appears that the EMP function of warheads is disabled somehow. It appears to be turned on when the missile is fired, but I see no evidence during the impact.

Should the EMP be working and if so, is there a way to verify?
Whiplash141  [δημιουργός] 30 Μαϊ 2020, 8:26 
Αναρτήθηκε αρχικά από alucard0909:
I've been doing a bit of testing and it appears that the EMP function of warheads is disabled somehow. It appears to be turned on when the missile is fired, but I see no evidence during the impact.

Should the EMP be working and if so, is there a way to verify?
Emp is not a vanilla function of the warheads, so this script knows nothing about it.
Thanks so much for the prompt reply. I appreciate your time.

Is there a way to enable that feature, or to cancel it being disabled on impact?
This is so awesome, great work! One question: is it possible to launch a specific missile? I want to use one large grid missile and four small grid ones on my ship. So I'd like to be flexible about which missile I am launching (e.g. decoy missiles first or only the big one)
Whiplash141  [δημιουργός] 31 Μαϊ 2020, 6:54 
Αναρτήθηκε αρχικά από alucard0909:
Thanks so much for the prompt reply. I appreciate your time.

Is there a way to enable that feature, or to cancel it being disabled on impact?
Probably not without mod specific code which I'm not keen on writing.
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