Space Engineers

Space Engineers

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Terror Drone
   
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8 Sep, 2019 @ 1:41pm
14 Sep, 2019 @ 3:46pm
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Terror Drone

In 1 collection by Bullet Force
War Bundle
4 items
Description
The Terror Drone is a script that turns an ordinary drone into a propaganda machine. Once enabled the drone will fly to designated or random GPS locations creating fear as it goes. It will travel to each GPS once then return to the first GPS and repeat again.

As it travels around it will emit signals that will either give it the appearance of a powerful warship flying around or it will spew out aggressive propaganda against its enemies.

Current Version: 1.4

User Guide:
1. Add a list of GPS locations to the custom data text of the program block (1 per line)
2. (Optional) Add a bunch of phrases or sounds you want to emit to the Custom Data property of the remote control, in the appropriate template section, each phrase/sound separated by ***
3. Install the script in a program block
4. Configure the 'remoteName' variable so that it matches the name of your remote controller block
5. Change any of the settings you want
6. Compile
7. Run the program with 'start' as the command.

Input Commands:
start - starts the terror drone
template - generates a template in the drone remote control block. Used for custom text/sound. Will overwrite existing template
stop - stops the drone from operating
detonate - sets the drone to explode after the time. ie "detonate 30" will detonate the drone after 30 seconds

The system has 2 modes Terror and Propaganda:
Terror mode will cause the drone to fly about using highly aggressive ship names. What the name will consist of can be configured by changing the settings:
useShipName, useShipClass, useShipType, useVersionType

Propaganda mode will cause the drone to fly around and spit out aggressive and intimidating phrases

Custom Text
The system also supports custom text for its signals. To use custom text simply write text into the Custom Data property of the remote control that the drone is using.
Use *** to separate each sentence
If useCustomText is set to true the system will not use Terror Mode or Propaganda Mode signals except if there is no custom text specified

Custom Sounds
The system supports user specified sounds to emit. To use custom text simply write the sound name into the Custom Data property of the remote control that the drone is using.
Use *** to separate each sound. The sounds must match the correct names in order to work
If useCustomSounds is set to true the system will not only use those user sounds specified except if there are no sounds specified or if the sounds are not correct

Settings:
runMode - 1 for Terror, 2 for Propaganda (Neither will run if Custom Text is specified)
interval - the time in seconds as to when the drone should change its signals
changeName - whether the drone should change its ship name or only use 1
enabledBroadCasting - whether the drone should emit its signals
signalRange - the max range at which the antenna/beacon should emit signals at.
**50000 is the highest possible range
randomSignalRange - whether the drone should vary the strength/distance (by 1km increments) that its signals can be picked up. **This will overwrite the 'signalRange' setting if set to true
useProjector - whether to use projectors. A blueprint must be manually loaded in each by the user for this to work.
moveProjection - whether the projections should randomly move around. If true this will overwrite whatever was manually set for each projector
useCustomText - whether the drone should use the user specified text
playSounds - whether the drone should emit random souds. Requires a sound block on the drone
useCustomSounds - whether theuser specified sounds should be used. If true the system will only use the user specified sounds unless no sounds are specified. **Requires playSounds to be true
randomSoundVariation - whether the sound blocks should have their settings randomized ie volume, range, loop

Self Destruction:
detonateIfEnemiesNearby - whether the drone should self destruct if an enemy player or ship gets close
detonateOnLowFuel - whether the drone should detonate if it runs out of fuel
detonateIfDamaged - whether the drone should detonate if it is damage
damageDetonationThreshold - the percentage that the drone should detonate at when damaged. '1' for 100%, '0.5' for 50%

broadcastFromFirstGPS - whether the drone should wait until it goes to its first GPS before emitting signals

Random GPS:
randomGPS - whether the drone should generate random GPS locations to fly to. If set to true will ignore GPS locations specified in custom data
totalRandomGPS - the amount of random GPS's it should generate and use
minDistanceFromCenter - the minimum distance from the center of the map that the drone should operate from if using random GPS
maxDistanceFromCenter - the maximum distance from the center of the map that the drone should operate from if using random GPS

speedLimit - the max speed the drone should travel at
distanceBuffer - how accurately the program should detect the drone hitting its GPS location ie '20' means within 20m of the target
totalLaps - how many loops of the GPS locations the drone should complete before stopping or detonating. 0 for infinite
homeGPS - the location the drone should return to if its completed its laps or become low on fuel

Fuel:
minReactorFuel - the minimum amount of fuel the drone should safely operate on
minBatteryCharge - the minimum amount of charge (percentage) that the drone should operate on

shipName - an array of names that the drone will pick from for its ship name and emit
classType - an array of class types that the drone may add to the ship name
shipType - an array of ship types that the drone may add to the ship name
versionType - an array of version types that the drone may add to the ship name along with a random version number

propaganda - an array of phrases that the drone may emit

NOTES:
Minimum drone ship requirements:
Program Block
Remote Control
Power Source - Reactor, Battery or Solar Panel
Gyro
1 Thruster in every direction
Antenna or Beacon

Optional Blocks:
Warhead - to allow self destruction
Sensor - to detect close enemies

A full ship name using all the options will be displayed as follows:
[shipName] [classType] [shipType] [versionType] [versionNumber]
Example: Armagdeddon Class Battleship Mk 2

Example Drone:
https://steamproxy.net/sharedfiles/filedetails/?id=1858085360

Also check out the Boom Box Virus script here:
https://steamproxy.net/sharedfiles/filedetails/?id=1449322832
33 Comments
Finnoraven#FixTF2 31 Oct, 2023 @ 7:27am 
ah, yes. using Wagner's "Götterdämmerung" is an excellent choice.
Mr. Z 21 Aug, 2022 @ 12:52am 
lmao just looking at the video reminds me of someone on mp that named their small little scout something along the lines of "destroyer"
Bullet Force  [author] 6 Jan, 2022 @ 1:45am 
Odd I will try and look into it.
Sheil 3 Jan, 2022 @ 10:06am 
This script no longer works. Will not stop and just continues to fly into the abyss
MrFox 19 Jan, 2021 @ 6:28pm 
Hello! im seeking a simple drone script. Follow Way points then dock on home connector if
power / fuel is low, Ammo empty or damaged. then resume once issues are fixed. If you know of one or are willing to make one. ill buy you some coffee :D
Many thanks in advace
Bullet Force  [author] 14 Jul, 2020 @ 5:24am 
I've made that script you wanted Hoovy. You can find it here:

https://steamproxy.net/sharedfiles/filedetails/?id=2165750657
Hoovy Simulator 2 11 Jul, 2020 @ 2:41pm 
That would be nice! But no need to hurry, I was just trying to make an asteroid station in creative mode and tried to build randomly rotating satellite dish antenna.
Bullet Force  [author] 11 Jul, 2020 @ 1:30pm 
It's not hard to code, I could it if you need it.
Hoovy Simulator 2 10 Jul, 2020 @ 1:47pm 
hey, I'm trying to find a script to randomly start a timer block, but I can't find any. I found this script tough and decided to ask if you (or someone else) know any scripts that can do it. Or if you want to make one.
Bullet Force  [author] 4 Jan, 2020 @ 8:04pm 
You can already tell it to go to certain co-ords, however there is no way in the game at present to make a radar effective. The only method is to use lidar and cover the ship in hundreds of cameras but it is very slow and takes a long time.