Space Engineers

Space Engineers

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LAMP | Launch A Missile Program (for WHAM)
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25 May, 2020 @ 9:17am
3 May @ 10:07pm
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LAMP | Launch A Missile Program (for WHAM)

In 1 collection by Whiplash141
Whip's Scripts
22 items
Description
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.)
Popular Discussions View All (1)
334
27 Jun @ 6:49pm
PINNED: Help/Questions (LAMP)
Whiplash141
639 Comments
sharkiemalarkey7 16 Jul @ 10:39am 
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  [author] 16 Jul @ 10:15am 
no
Sunflower 16 Jul @ 4:25am 
Is there any possibility of aiming missiles in the "Turret" mode using turrets from the WC?
Whiplash141  [author] 19 May @ 4:02pm 
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 @ 1:49pm 
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  [author] 12 May @ 8:01am 
Nope, there is not currently.
[ZD] Jobey 12 May @ 5:22am 
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?
Come and See 9 May @ 4:11pm 
I solved my own problem by modifying LAMP to work off of WeaponCore turrets. :D I just added the WC API stuff and updated TurretGuidance. This is for my singleplayer shenanigans because I wanted to make a mobile AI SAM platform and missile firing drones.
Whiplash141  [author] 7 May @ 3:39am 
That won't work. Camera raycast is very unlikely to blindly search and find things.
Come and See 6 May @ 8:57pm 
So I wanted to make attack drones that would automatically fire their missiles once they have a target. I'm using weaponcore so turret lock is out of the picture. I'm guessing the best way would be via camera lock with a timer block that runs lock_on until a target is found and it initiates auto fire?