Space Engineers

Space Engineers

Whip's Turret AI Slaving Script
 This topic has been pinned, so it's probably important
Whiplash141  [developer] 28 May, 2017 @ 1:23pm
Bug Reports
Place your bug reports here.

Tell me:
  1. What code version you are using.
  2. What precisely isn't working. "It doesn't work" helps no one. Provide as much info as possible in order to resolve the issue promptly.
Last edited by Whiplash141; 13 Jan, 2019 @ 1:03pm
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Showing 1-15 of 359 comments
stentor 30 May, 2017 @ 3:20pm 
dosent work at all, the interior turet works fine tho
Whiplash141  [developer] 30 May, 2017 @ 3:44pm 
Originally posted by ichabod the tardigrade:
dosent work at all, the interior turet works fine tho
Does the code register your rotor turrets?
stentor 30 May, 2017 @ 8:19pm 
i got it to work, i was useing the script incorecly
V 15 Jun, 2017 @ 10:56am 
I am having an issue where one elevation rotor does not respond despite the other working and they are both tagged with "Elevation" I am not sure what the issue is here but it also happens in your MART script.

Edit: It was my poor spelling lol, i put Elavation in on accident for one of them. Fantastic script btw, everything is working perfectly now :)
Last edited by V; 15 Jun, 2017 @ 10:57am
Mork 23 Jun, 2017 @ 4:13pm 
Version 40. For some reason spotlights or cameras as part of the turret group attached to the elevation part grid is not turning on when the turret is lined up. The first elevation rotor will also setup to turn the second elevation rotor as they both rotate the same part.

I haven't tested any of the other tools as part of the turret group. While I do have welders on the turret part there not in the turret group as I'm using a separate program to manage them.

The scripts detailed info is showing that it has a complete rotor turret. So it is picking up the spotlight or camera in the turret group. There are no actual gatlings or launchers, just the spotlight or camera(s).

I'm using the spotlight or camera being on as an input for a custom program to activate easy LIDAR homing script based missile, to make an automated homing SAM turret with built in reloading.
Last edited by Mork; 24 Jun, 2017 @ 8:26pm
Kira 14 Jul, 2017 @ 7:38am 
For some reason my 11inch naval guns modded turrets do not work. They move back and forth over and over like they are looped in a gif. This also happens with vanilla turrets.
Whiplash141  [developer] 14 Jul, 2017 @ 10:47am 
Originally posted by Kira:
For some reason my 11inch naval guns modded turrets do not work. They move back and forth over and over like they are looped in a gif. This also happens with vanilla turrets.

That is intentional; it is a sweeping convergance point. You can set a fixed convergance point by changing:
useStaticConverganceRange(Line 96) to true and then setting staticConverganceRange(Line 99) to the range that you want the guns to converge :)
Last edited by Whiplash141; 14 Jul, 2017 @ 10:49am
Whiplash141  [developer] 14 Jul, 2017 @ 10:50am 
Originally posted by Mork:
Version 40. For some reason spotlights or cameras as part of the turret group attached to the elevation part grid is not turning on when the turret is lined up. The first elevation rotor will also setup to turn the second elevation rotor as they both rotate the same part.

I haven't tested any of the other tools as part of the turret group. While I do have welders on the turret part there not in the turret group as I'm using a separate program to manage them.

The scripts detailed info is showing that it has a complete rotor turret. So it is picking up the spotlight or camera in the turret group. There are no actual gatlings or launchers, just the spotlight or camera(s).

I'm using the spotlight or camera being on as an input for a custom program to activate easy LIDAR homing script based missile, to make an automated homing SAM turret with built in reloading.
Can you post a blueprint or world for me to troubleshoot with?
Kira 14 Jul, 2017 @ 12:07pm 
Originally posted by Whiplash141:
Originally posted by Kira:
For some reason my 11inch naval guns modded turrets do not work. They move back and forth over and over like they are looped in a gif. This also happens with vanilla turrets.

That is intentional; it is a sweeping convergance point. You can set a fixed convergance point by changing:
useStaticConverganceRange(Line 96) to true and then setting staticConverganceRange(Line 99) to the range that you want the guns to converge :)

Ahhh I see. Thanks!
Smokey da Burrr 10 Aug, 2017 @ 4:10am 
One little problem. The player-made turrets are firing for about 5 seconds after the designator turret has stopped firing, OR after exiting manual control of the designator turret, whether or not it was being fired.
Info:
Using latest version of the script, all vanilla, no other scripts running. All small grid parts. Two player-made gatling turrets with one elevation rotor each, guided by two seperate ingame gatling turrets.
Otherwise it's working well and it's an awesome script. Thanks in advance.
Whiplash141  [developer] 10 Aug, 2017 @ 3:57pm 
Originally posted by Smokey da Burrr:
One little problem. The player-made turrets are firing for about 5 seconds after the designator turret has stopped firing, OR after exiting manual control of the designator turret, whether or not it was being fired.
Info:
Using latest version of the script, all vanilla, no other scripts running. All small grid parts. Two player-made gatling turrets with one elevation rotor each, guided by two seperate ingame gatling turrets.
Otherwise it's working well and it's an awesome script. Thanks in advance.
Update your code to version 47 :)

This shoulf fix the issues you were having. Please tell me how it works.
Smokey da Burrr 11 Aug, 2017 @ 1:32am 
Updated to the revision you posted today, and it changed some things. The turrets are still firing for no reason when I take MANUAL control of the designators. But now, when the turrets fire automatically from the desginator firing, the don't continue to fire afterward. Instead, all of the gatling guns on the player-made turrets are spinning infinitely. Forever. Tested it all on a new save, rebuilt the turret and everything. Large grid missile turrets appear to work as intended during manual control and autonomous fire, but my small ship gatling turrets are acting strange.
Whiplash141  [developer] 11 Aug, 2017 @ 1:01pm 
Originally posted by Smokey da Burrr:
Updated to the revision you posted today, and it changed some things. The turrets are still firing for no reason when I take MANUAL control of the designators. But now, when the turrets fire automatically from the desginator firing, the don't continue to fire afterward. Instead, all of the gatling guns on the player-made turrets are spinning infinitely. Forever. Tested it all on a new save, rebuilt the turret and everything. Large grid missile turrets appear to work as intended during manual control and autonomous fire, but my small ship gatling turrets are acting strange.
Oddly enough I can not replicate that behavior. Can you post a blueprit for me to troubleshoot with?
Whiplash141  [developer] 11 Aug, 2017 @ 1:04pm 
Oh, also, are you sure that the designator isnt actively targeting anything?
Smokey da Burrr 11 Aug, 2017 @ 4:30pm 
Okay! I got the manual misfires to stop by rebuilding the turrets again. And the barrels spinning forever after firing appears to be a game issue. Normal gatling guns don't do it but apparently gatling guns on rotors do. Time to file another report to keen, yay. Anyway thanks for the help, everything's working as intended again. Also you're awesome, never stop coding.
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