Space Engineers

Space Engineers

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Froid's WeaponCore Rotor Turret Script
   
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23 Aug, 2020 @ 5:08am
28 Jan, 2023 @ 1:42pm
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Froid's WeaponCore Rotor Turret Script

In 3 collections by Sigmund Froid
WeaponCore Ingame Scripts
13 items
My WeaponCore Rotor Turrets
6 items
Mods I use for my current builds
19 items
Description
New Update: Turrets choose their own target now

Hereby I present to you
Froid's WeaponCore Rotor Turret Script
This script was made to fill the gap left by Whip's and Rdav's scripts not being able to fire WeaponCore weapons mounted onto their turrets. As of that this script takes inspiration from both of them and adds a little bit of WeaponCore magic to allow these weapons!

Important Note
You need at least one WeaponCore turret on your main grid, otherwise the script won't be able to initialise the WcApi.
If you don't have WeaponCore weapons in your build use either Whip's Turret Ai Slaving Script for more configuration or Rdav's Easy Auto Turret Script for easier setup. They are both more stable and have better vanilla tracking.
Also this script might get superseded by the Diamond Dome Defense Script as WC support seems to be on the way. I'll keep this up for it's config options and (in my opinion) easier setup aswell as allowing different weapons per turret, however DDS will be a lot more stable and I will modify my turrets to work with both.

Features
Easy Setup: Name your azimuth rotor "Azimuth", your elevator rotors "Elevation" and put your weapons and the rotors into a group named "Turret Group". Setup Examples are in the pictures in the slider. (Blocks only need to include the Name tag). Ai Turrets should be called "Designator".
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Config Options: Change the name tag for the Azimuth and Elevation rotors and a designator aswell as a timer.
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Vanilla Support: Previous WeaponCore scripts didn't support Vanilla weapons on the same construct, this script however will take both into account. Wanted to have this one turret work with and without Vanilla Weapon Replacement? Now you can!
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Trigger Timer on Shoot: The script will trigger a timer the moment a weapon starts shooting (i. e. for the Atlas Super Laser when it starts charging after shoot once was triggered). Use this to emulate recoil on your barrels!
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Multiple Targeting Modes: The script will always attempt to get targets via WeaponCore turrets and if that fails try to find one using Vanilla turrets. However if you enable the beta config option Allow Main Target Tracking the script will try to target the main target first (main target is the one you see the stats of on screen).
WARNING
The script will only be able to avoid friendly firing when using WeaponCore turrets. Remember to set proper rotation limits!

Limitations
The small grid M2Destroyer launchers in [Mexpex] MWI - Homing Weaponry cause the turret to spin like crazy.
-> The launchers have their front face setup incorrectly, confusing the turret. Reported to Mexpex
Preferably the first elevation rotor should face right or place only hinges for elevation.
-> Unlikely to be fixed at the moment. Fixed by adding a config option per turret.
If the weapons Aim towards 0° in rest position the rotors move awkward
-> Not sure why this happens, investigating

Dark colored turret in the thumbnail picture is Major Jon's Mini Mars.
I also used SEModder4™'s No Edges mod

Bugs And Issues?
=======================
Leave a comment in the bugs discussion or write an issue on the linked github.

Want to learn how to use the WeaponCore PB API?
Check this out: https://steamproxy.net/sharedfiles/filedetails/?id=2178802013

My Workshop

Support Darkstar (Patreon)[www.patreon.com]


I have a github now:
https://github.com/SilicDev/WeaponCoreScripts
Popular Discussions View All (3)
52
21 Jun, 2023 @ 6:08am
PINNED: Bugs and Issues Discussion
Sigmund Froid
2
26 Mar, 2023 @ 12:40am
Multiple Designator
[OUTSPIN] Venom
0
28 Aug, 2020 @ 2:33pm
PINNED: Show me your builds!
Sigmund Froid
366 Comments
Sigmund Froid  [author] 8 Aug @ 5:09am 
The github project also still exists, so if anyone wants to update this, they are more than free to do so
Sigmund Froid  [author] 8 Aug @ 5:03am 
I haven't touched this game in like a year, tbh, and I don't have any intention of returning any time soon...

Also, not gonna lie, people just sending a Friend Request uninvited is not making me any more interested in keeping up with this either.
GodShake 8 Aug @ 2:22am 
Does it still works? the PB says target detected and looks fine, but rotors doesnt move at all
Perryax 8 Mar @ 6:11pm 
This script hasn't been updated in a while, and its the only WC turret script like this. is it still alive?
Fubar 19 Jan @ 10:00pm 
WeaponCore custom turret with Homing missiles (Large Destroyer) with this script tracking targets but not firing ... But y can manual fire from cockpit using WeaponCore HUD. JUst want automated SAM.
howardxu23 21 Jun, 2023 @ 9:17am 
right the script has an issue where it crashes when the turret loses a target
Devlah 8 Jun, 2023 @ 9:47am 
So, this might be a bit out there, but I'm wondering if there's a way to use this script to automate targetting and firing of the Fleet Support weapons from the Star Trek MOD pack found here:
https://steamproxy.net/workshop/filedetails/?id=2634862322

I'm trying to find a way to automate this particular style of weapon, but it's proving to be challenging.
a Bit Brutal 4 Apr, 2023 @ 2:34pm 
i just flat out cannot get it to work PB says its managing a group and detects targets but nope it just sits there and does nothing,using WC btw
Sigmund Froid  [author] 26 Mar, 2023 @ 4:53am 
Are you using this for Vanilla or WC? WC shouldn't need a dedicated Designator per turret anymore. Hinges might cause erratic behaviour if the Weapons are on the wrong side, I'm still investigating how to fix that. However in a lot of cases using the invert Elevation in the turret config helps with these issues
[OUTSPIN] Venom 26 Mar, 2023 @ 12:17am 
I am running into a problem where the script does not want to use more then one Designator. Even if i add them to the group at the same time. the second the first Designator moves out of its arc the turret go haywire until the original Designator has re-acquired LOS. Am i doing something wrong?