Space Engineers

Space Engineers

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Whip's Weapon Salvo Script
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4 Dec, 2017 @ 8:29pm
3 Jul, 2023 @ 12:51am
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Whip's Weapon Salvo Script

In 1 collection by Whiplash141
Whip's Scripts
22 items
Description
Whip's Weapon Salvo Script


  Description
This script sequences the firing of groups of fixed weapons so that you can achieve a continuous rate of fire. Rather than fire all of your weapons at once, this code will delay the firing so that they fire rapidly one after another. This script works with vanilla weapons AND modded ones! This script also allows you to fire your weapons with the regular mouse input; the code will handle the sequencing for you!

This script is a upgrade to my old Weapon Sequencer. My old code only worked for one group of weapons, but this new code will work for as many weapon groups as you want!

The behavior of each Salvo Group can be customized through program arguments or custom data configuration!


  Features
  • Staggers the firing of weapons to create a continuous stream of destruction!
  • Weapons can be fired from the hotbar just like normal
  • Weapons can be fired in bursts of specified length!
  • Rate of fire can be customized
  • Simultaneous sequencing of multiple independent weapon groups
  • No timers needed for operation!
  • Weapons are sequenced alphabetically. This means that you can control the firing pattern by naming launchers alphabetically.
  • Works with vanilla and modded weapons (with customization)


  Instructions
  1. Place this script in a programmable block.
  2. Make block groups of your weapons with the name "Salvo Group <unique tag>" where <unique tag> is a unique word or phrase (Ex: Salvo Group 1)
    • Leading and trailing spaces do not matter
    • Letter case does not matter
    • NOTE: Salvo groups names can not have square bracket characters "[" or "]"!
  3. You can make as many salvo groups as you want! A single code can control them all!
  4. Fire your weapons normally, and the code will sequence them automatically!


  Arguments
Type in these arguments without quotes. Arguments are case insensitive. These arguments can be input manually to the program argument field, this program's Custom Data, through timers, or through sensors.

In the Custom Data, command lines can be seperated with semi-colons, or they can be seperated by new lines.

Basic Argument Syntax
"<Group name>" <command 1>

Advanced Argument Syntax
You can also execute several commands for the same group.
"<Group name>" <command 1> <command 2> ...

Available Commands
Command
Function
--rps <number>
Changes the rate of fire in rounds per second.

[Maximum RPS] = [Standard RPS] * [Number of sequenced weapons]

NOTE: The script will round this number, this is not a bug!
--rpm <number>
Changes the rate of fire in rounds per minute.

[Maximum RPM] = 60 * [Standard RPM] * [Number of sequenced weapons]

NOTE: The script will round this number, this is not a bug!
--ticks <integer>
Changes the rate of fire in ticks between shots (60 ticks = 1 sec)

NOTE: This should be a whole number
--burst <integer>
Fires a burst with the specified number of shots

NOTE: This should be a whole number
--default
The script will determine the maximum continuous rate of fire of the weapons (using the default fixed rocket rate of fire).
--fire_on
Toggles fire on only
--fire_off
Toggles fire off only
--fire_toggle
Toggles fire on/off

Examples

"Salvo Group 1" --fire_on
Toggles the weapon firing on and uses default rate of fire for "Salvo Group 1"

"Salvo Group 2" --default
Resets the default rate of fire for "Salvo Group 2"

"Salvo Group 3" --rpm 10 --fire_toggle
Sets the rate of fire to 10 rounds per minute and toggles weapon firing for "Salvo Group iLikeTurtles"


  Custom Data
You can also manually configure the default behavior of each Salvo Group individually within the Custom Data of the programmable block that is running this script.


  Author's Notes
If you are shooting and only one gun is working, try clicking middle mouse. If you accidentally clicked MMB before, the game will only let you fire one weapon of that type; clicking it again will turn that mode off. Why this "feature" even exists in the game is beyond me.

No this will not work with Weapon Core. Weapon Core guns need special, mod specific code to work properly and I will not add support for it.

No this wont work with AI turret blocks, and there is no way to make it. This will only work for fixed weapons.

I've been working on this for quite a while. This new script should bring with it a lot more versatility and better performance.

Hope y'all enjoy!

(Do not reupload without permission, not even to mod.io)

This works with the new railguns!
Popular Discussions View All (1)
44
21 Nov, 2022 @ 1:04pm
PINNED: Bug Reports
Whiplash141
465 Comments
Kara Vaki 20 Apr @ 9:16pm 
Holy shit, I just set the custom data for the railguns to be 8 RPS and it went YEET
Kara Vaki 20 Apr @ 7:10pm 
neat!
Whiplash141  [author] 20 Apr @ 5:58pm 
You can certainly change the rate of fire to something faster via arguments or custom data. I personally do a 6 shot burst at 360 RPM for my cruiser
Kara Vaki 20 Apr @ 5:24pm 
I do wonder tho if I could make it fire in a rapid pulse of 8 shots per second.
Kara Vaki 20 Apr @ 5:21pm 
That I have very much noticed since one of my capital ships has a total of 24 railguns, with 8 being in the bow and the rest as twinrail turrets. all of them being large grid btw.
Whiplash141  [author] 20 Apr @ 11:39am 
Lol that tracks. The default ROF that the script computes is what is needed for a "continuous" firing. It just so happens that large grid railguns take around 60 seconds between shots (20 for small grid railguns), so unless you have a bunch, there will be several seconds between shots.
Kara Vaki 20 Apr @ 11:36am 
Nevermind I figured it out, the rate of fire is just SLOW AS MOLASSES XD
Kara Vaki 20 Apr @ 11:04am 
I'm using the latest version
Whiplash141  [author] 20 Apr @ 12:41am 
What version are you running? The most recent version should work fine with vanilla railguns with default settings,
Kara Vaki 19 Apr @ 9:35pm 
Safe to say it seems like I need to set up a few things for it to get a proper salvo going instead of it sputtering.