Space Engineers

Space Engineers

LAMP | Launch A Missile Program (for WHAM)
 このトピックはピン留めされているので、おそらく重要です
Whiplash141  [開発者] 2020年5月25日 11時48分
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.
最近の変更はWhiplash141が行いました; 2023年8月3日 17時11分
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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?
最近の変更はCrimsonAdderが行いました; 2020年5月25日 13時34分
the topdown modehow exactly work? have to be in space to fire toward the ground?
Whiplash141  [開発者] 2020年5月25日 15時38分 
CrimsonAdder の投稿を引用:
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  [開発者] 2020年5月25日 15時39分 
sebitor の投稿を引用:
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.
Hundur 2020年5月25日 16時33分 
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  [開発者] 2020年5月25日 16時37分 
Hundur の投稿を引用:
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  [開発者] 2020年5月27日 7時08分 
daroach1414 の投稿を引用:
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  [開発者] 2020年5月29日 6時39分 
BROVID-69 の投稿を引用:
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  [開発者] 2020年5月30日 8時26分 
alucard0909 の投稿を引用:
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?
Fexel 2020年5月31日 5時55分 
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  [開発者] 2020年5月31日 6時54分 
alucard0909 の投稿を引用:
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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