Space Engineers

Space Engineers

[Archive] Rdav's Turret-Tracking-Script
Rdav  [developer] 8 Mar, 2016 @ 5:10am
Update 1.02 Discussion [Post Suggestions/Requests Here]
[UPDATE RELEASED!]

On The Update:
*Fixes/streamlining of the 2 arm system
*Streamlining some formatting on the workshop page
*Controlling targeting of vanilla and modded turrets
*Fixed in local multiplayer turret idle rotation wasn't synced

2-armed turrets will be a bit more reliable, and easier to set-up (instructions coming)
Along with this, the script now has the ability to control all fire from every turret on the ship, Vanilla, modded, player made, the lot, just call any turret blocks 'DIRECTED_TURRET' and they will be controlled by the main director, should the main director get destroyed they should resume default targeting

(i'll be putting more detailed setup instructions on the workshop page)

Let me know what you think, also this discussion is probably the best place for bug reports and such, enjoy, and let me know what you think!


[known bugs]
- Auto fire does not currently work with Mexpex's battlecannons mod, although targeting still does
Last edited by Rdav; 9 Mar, 2016 @ 5:21am
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Showing 1-15 of 15 comments
lgustavomp 8 Mar, 2016 @ 11:45am 
Is there a script to reset the AI turrets to their default (initial) alignment when idle? So we could use it to the directors. Yeah, it's a cosmetic feature, but would be nice.

oh.. I posted it on the suggestion section cause if there's no script on workshop (that i think it don't) then it could be a suggestion :D
Last edited by lgustavomp; 8 Mar, 2016 @ 11:48am
Rdav  [developer] 8 Mar, 2016 @ 12:14pm 
Yeah sure, probably not in this update but it would be a very easy thing to do in the next one, I'll hide the functionality in somewhere :) thanks for the suggestion
Rdav  [developer] 8 Mar, 2016 @ 1:52pm 
[UPDATE RELEASED!]

On The Update:
*Fixes/streamlining of the 2 arm system
*Streamlining some formatting on the workshop page
*Controlling targeting of vanilla and modded turrets

2-armed turrets will be a bit more reliable, and easier to set-up (instructions coming)
Along with this, the script now has the ability to control all fire from every turret on the ship, Vanilla, modded, player made, the lot, just call any turret blocks 'DIRECTED_TURRETS' and they will be controlled by the main director, should the main director get destroyed they should resume default targeting

[known bugs]
- Auto fire does not currently work with Mexpex's cannons, although targeting still does

(i'll be putting more detailed setup instructions on the workshop page)
Last edited by Rdav; 8 Mar, 2016 @ 3:00pm
MrEvan312 8 Mar, 2016 @ 9:07pm 
Hey author, is it possible to make an in-game script/mod that changes automatic turret priorities so that they do not target weapons first?
Rdav  [developer] 9 Mar, 2016 @ 5:23am 
@MrEvan312 sorry not at the moment, still waiting for some more API's from Keen before advanced targeting options can become a thing
DasBootyWarrior 9 Mar, 2016 @ 7:05am 
Hey great mod any way to make it not shoot the ship its attached too?
Rdav  [developer] 9 Mar, 2016 @ 7:19am 
Thanks, :) Two ways of doing that, firstly setting the rotor max/min angles so it can't actually hit it's own ship, and secondly you can set up the pointer Sensor that every turret has, to turn off the weapon if it sees a friendly ship, it's limited to 50m but it works,
Last edited by Rdav; 9 Mar, 2016 @ 7:20am
CONS 18 Apr, 2016 @ 12:12am 
Originally posted by Rdav:
[UPDATE RELEASED!]

just call any turret blocks 'DIRECTED_TURRETS' and they will be controlled by the main director

Please could you specify better? Are you meaning that we have to rename all the EL, AZ, Sensor and gatlings/rockets to DIRECTED_TURRET'S or the group's we have made to let them work? or a new group for each whole turret made of the groups we did before?
Rdav  [developer] 18 Apr, 2016 @ 1:25am 
This applies to the vanilla turrets like the gatling-gun, if you call any of them "DIRECTED_TURRETS" they will then follow the motion of the director and fire in exactly the same way as any player made turrets, doesn't effect people who just want to use the script without the feature
CONS 18 Apr, 2016 @ 3:26am 
ohh... sorry didn't understood then, thanks for the info :)
evilknievel850 23 Apr, 2016 @ 2:24pm 
Hi, I really enjoy your script! Is it possible to add cockpit/remote control/else as director? I am currently building a mech with rotating cockpit section and have added a small sentry turret with fixed orientation as director. Also, is it possible to change your script to only adjust the elevation of "turrets" to the director? There is a common AZ rotor for the complete upper body... the latter wish is quite important to me :) sorry but I do not have any profession with writing scipts, I am more the mechanical person
Rdav  [developer] 25 Apr, 2016 @ 7:46am 
@evilknievel850
Hi! sorry for the long reply time, I've been rather busy these last few days, Not currently, unless you feel confident changing a few lines in the code, (I'd tell you what to write and where) Also yeah you can have the script just do one or the other, but the 'unused' one has to be in existence somewhere, (eg tucked away out of sight somewhere on the ship) just not connected to the actual turret,
Last edited by Rdav; 25 Apr, 2016 @ 7:46am
evilknievel850 27 Apr, 2016 @ 11:03am 
I can confirm that using "dummy" AZ rotors to only have EL movement works perfectly fine! Thanks for that easy tip. I have also just removed the rotor top part so nothing moves in reality, but is suitable for the script.
Frix 6 Nov, 2016 @ 6:59am 
I was thinking to make a SAM Battery. Im currently using @Alysius Easy Homing radar script for missiles..
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688803417

It uses a Text panel named "R_TARGET" to fly to coordinates pasted in the public of that text panel.

I was thinking if it was possible to use your turret script to track and output GPS coordinates of ships to that text Panel.. Then the missiles could fly and hit that ship.
Rdav  [developer] 6 Nov, 2016 @ 7:54am 
Originally posted by CCUGhostJrDK:
I was thinking to make a SAM Battery. Im currently using @Alysius Easy Homing radar script for missiles..
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688803417

It uses a Text panel named "R_TARGET" to fly to coordinates pasted in the public of that text panel.

I was thinking if it was possible to use your turret script to track and output GPS coordinates of ships to that text Panel.. Then the missiles could fly and hit that ship.

Nope, sorry, all I can extract is direction of the aiming turrets, so a precise GPS is a no-no, Alysius already uses a pretty advanced radar though, you might just be better using that, and then just mounting the missiles on the turret itself.
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