Space Engineers

Space Engineers

Whip's Turret AI Slaving Script
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
Whiplash141  [desarrollador] 31 MAY 2018 a las 3:43 p. m.
Feature Suggestions
Drop your feature suggestions here!
:slimehappy:
Última edición por Whiplash141; 31 MAY 2018 a las 3:43 p. m.
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Mostrando 1-15 de 94 comentarios
Whiplash141  [desarrollador] 10 JUN 2018 a las 10:28 a. m. 
"-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 a las 6:29 a. m. 
Publicado originalmente por 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  [desarrollador] 17 JUL 2018 a las 2:40 p. m. 
Publicado originalmente por CTH2004:
Publicado originalmente por 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
Última edición por Whiplash141; 17 JUL 2018 a las 2:42 p. m.
CTH2004 18 JUL 2018 a las 6:25 a. m. 
Publicado originalmente por Whiplash141:
Publicado originalmente por 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 AGO 2018 a las 1:01 p. m. 
I can just see turret view, how can i enter an cam view, or 3. person view? or even use my playermade guns
LettuceSupreme (Nitron X) 24 SEP 2018 a las 2:00 p. m. 
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  [desarrollador] 24 SEP 2018 a las 4:26 p. m. 
Publicado originalmente por ☣ 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 a las 10:53 p. m. 
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?
Última edición por Sabrewulf; 13 NOV 2018 a las 5:22 a. m.
MIMI Sentry 24 DIC 2018 a las 8:41 p. m. 
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  [desarrollador] 24 DIC 2018 a las 8:49 p. m. 
Publicado originalmente por 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 DIC 2018 a las 12:42 p. m. 
Publicado originalmente por 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  [desarrollador] 28 DIC 2018 a las 10:17 a. m. 
Publicado originalmente por 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 ENE 2019 a las 7:48 a. m. 
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 ENE 2019 a las 5:49 p. m. 
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!
LettuceSupreme (Nitron X) 16 ENE 2019 a las 7:29 p. m. 
Publicado originalmente por 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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