Space Engineers

Space Engineers

597 oy
LAMP | Launch A Missile Program (for WHAM)
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25 May 2020 @ 9:17
3 May @ 22:07
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LAMP | Launch A Missile Program (for WHAM)

Whiplash141 tarafından 1 koleksiyonda
Whip's Scripts
22 öğe
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LAMP | Launch A Missile Program
"I love LAMP." - Satisfied user


  Description
LAMP is a fire control program for my homing missile script, WHAM. It allows you to fire guided Player Made Weapons (PMWs) at targets. You may be asking: "Why is it called LAMP?". Well much like a lamp, this script illuminates a target for its missiles! (*Groan*)

This script also communicates with WHAM missiles using the Inter-Grid Communications API (IGC) instead of exploits. Because of this, missiles can be sent commands mid-flight to change their behavior.

If missiles have stealth disabled, they will also show up on screens using my Turret Based Radar script. Additionally, any target that you are actively painting with camera raycast will also show up on friendly radar!

LAMP is capable of 3 guidance designation modes:
  • Camera Homing - Uses camera raycast for target tracking (colloquially referred to as LIDAR)
  • Turret Homing - Uses targeting data from AI turrets and custom turret controllers
  • Beam Riding - Missile follows your look direction much like a TOW missile

Note: This script supports camera raycast designation to a max range of 5km. Turret designation range is only limited by the max range of the grouped turret(s) themselves.

Homing Functionality
When in either of the homing designation modes, you must have a target lock before firing. If the missiles you are firing are setup with cameras, the missiles will attempt to lock on to the target themselves (Active Homing). This means that you can fire and forget them as they will track on their own.

If the missiles do not have any cameras on them, they will only fly towards a target that you are currently painting (Semi-Active Homing). See the WHAM script for more details about setting up missiles with cameras (it is real simple, I promise!).

Example ships:


  Instructions
See the full guide for instructions.




  Author's Notes
This has been in development for quite some time now, so I hope it is nice and polished. If you notice any issues/bugs, please let me know.

Also, I've minified this code to make it fit in the programmable block. I have not obfuscated any of the code; only the white-space has been blasted. You can use an IDE like Visual Studio to auto-format and beautify the code into something that is less dense.

Also huge thanks to my testers! (Out of characters, list on guide)

Enjoy!

(Also, this should also go without saying, but do not reupload without explicit permission from me, not even to mod.io.)
Popüler Tartışmalar Tümünü Görüntüle (1)
338
29 Ağu @ 19:31
SABİT: Help/Questions (LAMP)
Whiplash141
642 Yorum
A_Superior_DuDe 6 Eyl @ 14:54 
Hey, i have been tinkering with your code, and added WC Turret compatability for my own use. (Want to engage targets at 10+km).

I have gotten it to function, however upon successful hit, the program crash and needs to be Recompiled.

EXCEPTION:
System.InvalidOperationException: Nullable object
must have a value.

at
System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource
resource)

at Program.BroadcastTargetingData()
at Program.GuidanceProcess()

The only change to the code is that i use the WC api to populate the _targetinfolist with a MyDetectedEntityInfo when it has a target. (And yes, im verifying that the target variable isnt null before passing it :P

Have been troubleshooting a bunch, but i only have like 5 characters left after i minified the code, so im a bit short on space (and ideas)


Do you have any idea what could cause this issue?
Whiplash141  [yaratıcı] 13 Ağu @ 17:56 
No, but you can do something with event controllers to that effect
boo7716 12 Ağu @ 14:17 
Can you make an update wich detects ship speed and rotation and prevents LAMP from firing (or autofiring). This will be verry helpfull to prevent accidents.
sharkiemalarkey7 16 Tem @ 10:39 
Love the acronym "LAMP", it reminds me of a funny video where a IR missile is facing the sun. (If you want to see what I mean, here is the link to the video, https://www.youtube.com/watch?v=On9iCg_VyZM)
Whiplash141  [yaratıcı] 16 Tem @ 10:15 
no
Sunflower 16 Tem @ 4:25 
Is there any possibility of aiming missiles in the "Turret" mode using turrets from the WC?
Whiplash141  [yaratıcı] 19 May @ 16:02 
No. You can currently set up timers to be triggered on lock, on search, on idle, and on missile fire. You can do any arbitrary logic you want in there.
Based_Stickman 19 May @ 13:49 
Will we get the ability to have the broadcast controller be apart of a launching ships fire control so we can send messages if lock lost, missile fired, etc....
Whiplash141  [yaratıcı] 12 May @ 8:01 
Nope, there is not currently.
[ZD] Jobey 12 May @ 5:22 
Is there a way for you to have different targets marked at the same time for the autofire? I am being attacked by waves of small drones and was hoping to fire a missile at each at the same time once they are in range?