Space Engineers

Space Engineers

Not enough ratings
Guidance Block Launch Script
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
1.273 KB
11 Jun, 2018 @ 7:08am
1 Change Note ( view )

Subscribe to download
Guidance Block Launch Script

Description
This script allows you to control a group of Guidance Blocks from the Missile Guidance Block Mod via a Programmable Block using various arguments.

Based off of Alysius' Launch Control Script



How to setup:
  • Build your missiles/torpedos with a Guidance Block on each one, and name all the Guidance Blocks you wish to control together the same name (*Names are case sensitive*). Make sure all Guidance Block have the same settings as each other (*Blocks can be turned off if wanted, to avoid having them fill the screen with markers).

  • Load a Programmable Block (PB Block) with this script, at the top of the script are two fields that you can change

    string GuidanceTag =
    int launchSelectionType =

    The first is where you put the name you used for the Guidance blocks that you want to control, make sure there are quotes around the name (ie. "Guidance Block" )

    * Note *
    If you have different types of missiles/torpedos that you want to launch seperately, you will need a PB with this script for each set.

    The second controls how the program selects which Guidance Block to launch each time you run the "Launch" command.

    0 = Random
    1 = Closest
    2 = Furthest

    Distances are based off of the PB Block that is running this script

Arguments:

These arguments can be run easily by draging the PB block loaded with this script onto the quickbar of a control seat/ remote control, selecting "Run" from the options, and then entering in one of these commands.
(*Note all argument are NOT case sensitive, just make sure to get the spelling right)
  • TRDM On

    Turns on the "Target Random Block" option for all Guidance Blocks with the associated GuidanceTag, good for targeting large ships/stations, not so good for small ones. Must be set before lock on for it to work.

  • TRDM Off

    Turns off the "Target Random Block".

  • Lock

    This will turn On and set a Lock on target for all Guidance Blocks with the associated GuidanceTag, based on whatever settings you selected for them.

  • Launch

    Launches one missile/torpedo each time it's run. Which Guidance Block is launched is based upon launchSelectionType.

  • Off

    Turns off all Guidance Blocks with associated GuidanceTag

If running any of these commands doesn't do anything, check the PB Block with the script. If you miss named your Guidance blocks or GuidanceTag it will tell you.


A big thank you to Alysius and all the other modders for making the Large Block Torpedo Mod MkII, Missile Guidance Block Mod, and Launch Control Script which this is based off of!


If there are any issues/errors or if you have any ideas for more functionality please leave a comment!






16 Comments
uglydisease 24 Apr, 2020 @ 7:34pm 
You can use my script and use the command LAUNCH 1000, assuming you don't have more than 1000 torps that should do it :)
Jaeger 24 Feb, 2020 @ 5:30pm 
um.. i would really like for it to just launch all at one time. how do i do that
uglydisease 19 Jul, 2019 @ 12:25am 
I just finished a script that allows ships without torpedo's to remotely lock-on and fire at grids using inter-grid communication. So you can do things like send a drone to earth and fire at base with torpedos on the moon (assuming they dont hit any voxels on the way)
https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=1808523552
uglydisease 6 Jul, 2019 @ 9:45am 
R.U.Sirius : I have posted the script here https://steamproxy.net/sharedfiles/filedetails/?id=1793452866
R.U.Sirius23  [author] 5 Jul, 2019 @ 4:59pm 
@uglydisease I'd be fine either way, maybe nice to add it to this one so those subbed here can get the benefit of your work (I'd add you as a co-author obviously) but I'll leave that to you. It sounds like you'll be adding a lot more functionality to the script and would deserve the credit for it. If you do publish it yourself please send me a link as I'd definitely like to try it out!
uglydisease 5 Jul, 2019 @ 4:46pm 
@R.U.Sirius I am writing some additional functions into the script you wrote. Great job btw. I am adding features that will enable the program block to alter some other fields like detonation distance, launching multiple torpedo's with one argument etc. Basically I am opening up the other fields by parsing for a space between the two parts of the argument. Do you have a problem with me posting it? I would of course give you credit for the original work. Or if you prefer I could transfer the code over to you.
Tanus11 6 Apr, 2019 @ 2:07pm 
@R.U.Sirius Ok, i wasnt aware of that
thx for the quick answer
R.U.Sirius23  [author] 6 Apr, 2019 @ 12:39pm 
@tanus11 The Guidance block itself should turn on the thrusters of launched torpedoes for you automatically, atleast last I checked they did as I always have mine off for that exact reason. If there is still a problem with them you'd have to ask Alysius for a fix, or it may be a problem with the design of your torpedoes.
Tanus11 6 Apr, 2019 @ 12:30pm 
@R.U.Sirius is there a chance you can alter the programm that the respective thruster and the booster of the launching Torpedo turns on when it's launched? or could you tell me how to alter the script to do that. Im using the speed of sound mod and when flying the thrusters are increasing the speed to a point where i cant steer anymore. and if i turn off the thrusters and booster it doesnt speed up so fast
R.U.Sirius23  [author] 27 Mar, 2019 @ 10:42pm 
@uglydisease I use cameras as well for my setups, and haven't had any problems as all of that is setup on the guidance block itself, this script just sends commands to the guidance blocks.