Space Engineers

Space Engineers

Whip's Turret AI Slaving Script
 This topic has been pinned, so it's probably important
Whiplash141  [developer] 31 May, 2018 @ 3:43pm
Feature Suggestions
Drop your feature suggestions here!
:slimehappy:
Last edited by Whiplash141; 31 May, 2018 @ 3:43pm
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Showing 1-15 of 94 comments
Whiplash141  [developer] 10 Jun, 2018 @ 10:28am 
"-For the duration of rotation on the Azimuth rotor a specific sound file plays.
-For the duration of rotation on the Elevation rotor a specific sound file plays.
"

I think this is better suited for a separate script. That would be pretty straightforward I think.

"- The moment the turret is aligned with the AI turret(or, when it has a firing "solution"), an action is triggered"

Currently the code supports triggering of timers once the turret is aligned :)

"- The moment an enemy is no longer detected(has been destroyed) another action is triggered, in my case the cessation of barrel-spin by the mentioned rotor."

Hmm... This could be added in, but I am worried about adding too much complexity to the code. Though I am confident that a separate code could interface with this pretty easily without hindering the slaving script.



CTH2004 17 Jul, 2018 @ 6:29am 
Originally posted by Whiplash141:
Drop your feature suggestions here!
:slimehappy:
It should be able to triger Timers/ Scripts. Therefrore, allowing it to fire Player Made Weapons. Jus t saying!
Whiplash141  [developer] 17 Jul, 2018 @ 2:40pm 
Originally posted by CTH2004:
Originally posted by Whiplash141:
Drop your feature suggestions here!
:slimehappy:
It should be able to triger Timers/ Scripts. Therefrore, allowing it to fire Player Made Weapons. Jus t saying!
It already does lol

Check the bottom of the instructions
Last edited by Whiplash141; 17 Jul, 2018 @ 2:42pm
CTH2004 18 Jul, 2018 @ 6:25am 
Originally posted by Whiplash141:
Originally posted by CTH2004:
It should be able to triger Timers/ Scripts. Therefrore, allowing it to fire Player Made Weapons. Jus t saying!
It already does lol

Check the bottom of the instructions
Cool!
Uncle Danilo 30 Aug, 2018 @ 1:01pm 
I can just see turret view, how can i enter an cam view, or 3. person view? or even use my playermade guns
Hiya, Whip. Would it be possible to make the default Idle position of a turret configurable? As-is, when there are no enemies around, my turrets default to their 1/2 of their maximum angle (so my turrets with 90 and 180 degrees of elevational and azimuthal movement repectively, default to 45 degrees and 90 degrees). An option to default to the max, mid-point or min of the azimuthal and elevational angles would help to improve the aesthetics of a rotor-turret when it's not engaged.
Whiplash141  [developer] 24 Sep, 2018 @ 4:26pm 
Originally posted by ☣ Rampage ☣:
Hiya, Whip. Would it be possible to make the default Idle position of a turret configurable? As-is, when there are no enemies around, my turrets default to their 1/2 of their maximum angle (so my turrets with 90 and 180 degrees of elevational and azimuthal movement repectively, default to 45 degrees and 90 degrees). An option to default to the max, mid-point or min of the azimuthal and elevational angles would help to improve the aesthetics of a rotor-turret when it's not engaged.
It already is. Check the instructions on the main page.
Sabrewulf 12 Nov, 2018 @ 10:53pm 
I'm trying to create a arm for use as turret activating your script, but your script do not detect weapons if the turret have a piston before the weapon.
Can you change to ignore other blocks in turret?
Last edited by Sabrewulf; 13 Nov, 2018 @ 5:22am
MIMI Sentry 24 Dec, 2018 @ 8:41pm 
Could we possibly have a variable that determines how long it takes for it to return? I would see this as a work around for seizuring turrets randomly picking at debris on the ground.

Thank you so much for this script, you are a legend! :D
Whiplash141  [developer] 24 Dec, 2018 @ 8:49pm 
Originally posted by Graphic_Wing:
Could we possibly have a variable that determines how long it takes for it to return? I would see this as a work around for seizuring turrets randomly picking at debris on the ground.

Thank you so much for this script, you are a legend! :D
I cant really avoid the seizuring turrets as what the code is doing is reading the targets of the designators. If the designators are going full lobotomy mode, there isn't much I can do :/

Unless I'm misunderstanding what you are asking.
MIMI Sentry 27 Dec, 2018 @ 12:42pm 
Originally posted by Whiplash141:
I cant really avoid the seizuring turrets as what the code is doing is reading the targets of the designators. If the designators are going full lobotomy mode, there isn't much I can do :/

Unless I'm misunderstanding what you are asking.

You basically understood what I meant but it was more for the sake of reappearing targets. Let me give you a example; There is two fighters that are gonna fly into detection range one after another. Lets say the first one gets destroyed before the second one gets detected. It would be a much faster reaction if the turret waited a moment just in case another target like said fighter appears and it doesn't have to reorientate itself even though it was just aiming there before hand.

Long story short: Return position delay?

Whiplash141  [developer] 28 Dec, 2018 @ 10:17am 
Originally posted by Graphic_Wing:
Long story short: Return position delay?

A one second delay is already built in, I'll try and make that a variable that y'all can easily customize
RandomBruh 16 Jan, 2019 @ 7:48am 
Hello Whip! I really didn't know whether to put this in the Salvo script you made, or here, but I would really like to see sequencing for AI turrets since I don't see any efficiency in overkilling every block. Thanks!
Mike Dude 16 Jan, 2019 @ 5:49pm 
I'd like the ability to choose the Rest Angle (or is it Equilibrium?) of the turrets. 1/2 way between min and max doesn't look great for my ship, but a custom angle (assuming its correct) or even max or min would be great. Even if it were implemented as a percentage, 0 being min, 100 being max, and default being 50. Thanks!
Originally posted by Mike Dude:
I'd like the ability to choose the Rest Angle (or is it Equilibrium?) of the turrets. 1/2 way between min and max doesn't look great for my ship, but a custom angle (assuming its correct) or even max or min would be great. Even if it were implemented as a percentage, 0 being min, 100 being max, and default being 50. Thanks!

That's already a feature. Read the main page of the script (no worries, I made the same mistake a few months ago and asked the same thing, look up about 8 replies)
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