Space Engineers

Space Engineers

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Whip's Turret AI Slaving Script
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25/abr./2016 às 0:39
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Whip's Turret AI Slaving Script

Em 1 coleção de Whiplash141
Whip's Scripts
22 itens
Descrição
(Previously titled: "Whip's AI Rotor Turret Control Script")

Note
In the documentation below, "rotor" refers to both rotors and hinges! This is because the game considers hinges to be just fancy sideways rotors.


  Features
  • Slaves targeting of AI turrets, player-made rotor turrets, and rotor gimbals to other AI turrets.
  • Designators can be manually controlled to fire slaved turrets
  • Each turret group can be individually configured
  • Accurate target leading: slaved rocket turrets will actually hit their targets.
  • Turrets will avoid shooting through their own ship & subgrids.
  • Turrets will also avoid shooting through friendly ships with Turret Based Radar or this Turret Slaving script installed.



  Description
Howdy!

This script aims player made rotor or hinge based turrets at an AI turret's target. This script also allows you to slave control of other AI turrets to other AI turrets.

Now for some terminology:
  • Designator turret: An AI turret (vanilla or modded) that will be used to give targets to our custom turrets. They must have the word Designator added to their name.
  • Rotor turret: One rotor/hinge and one (or more) secondary rotors/hinges with weapons or tools on them slaved to one (or more) designator turrets (2DOF)
  • Rotor gimbal: One rotor/hinge with weapons or tools on it slaved to one (or more) designator turrets (1DOF)
  • Slaved AI group: One (or more) AI turrets slaved to one (or more) designator turrets

Additionally, you can manually control turret groups by manually controlling the designator.

You can have multiple turret groups controlled by this script simultaneously. You do not need a script for each custom turret group you wish to create.


  Script Setup
  1. Place this script in a programmable block.
  2. Setup rotor turret, rotor gimbal, and slaved AI turret groups (See below sections for more detail).
  3. You must run the script with the argument setup to process any new blocks, groups, or custom data changes!

You can heavily customize each turret's behavior in the custom data of the programmable block tha this script runs from (See "Custom Data" section below).


  Rotor Turret Group Setup
Required Steps
Create a block group with the following constraints:
  • Rotor turret groups must be named like the following: "Turret Group <TAG>" where <TAG> is a unique tag for your turret.
    Examples:
    • Turret Group 1
    • Turret Group Tomato
    • Turret Group iLikeTurtles420
  • Each turret group must have the following required blocks:
    • One base rotor/hinge. Each rotor turret only supports one base rotor/hinge. (Name does not mater)
    • One or more secondary rotors/hinges mounted sideways on top of the base rotor/hinge. (Names do not matter)
    • At least one weapon or tool atop each secondary rotor/hinge head (Names do not matter). Accepted blocks include:
      • Any fixed weapon
      • Cameras
      • Ship tools
      • Any light block
    • One or more AI turrets with the name tag "Designator". The type of the turret does not matter, but in survival, it must have ammo to work as a designator.
Optional Steps
  • Add any desired optional blocks to the group:
    • Timers: Can be configured to trigger on shoot or on targeting in the timer's custom data
    • Lights: Can be configured to blink or change color when turret is targeting or idle in the light's custom data
  • You can set rotor/hinge rest positions in the custom data of the rotors/hinges once the code has finished registering your turrets.

Examples



  Rotor Gimbal Group Setup
Required Steps
Create a block group with the following constraints:
  • Rotor gimbal groups must be named like the following: "Gimbal Group <TAG>" where <TAG> is a unique tag for your gimbal.
  • Each gimbal group must have the following required blocks:
    • A rotor/hinge. Each gimbal group only supports one rotor/hinge. (Name does not mater)
    • At least one weapon or tool atop the rotor/hinge head(Names do not matter). Accepted blocks include:
      • Any fixed weapon
      • Cameras
      • Ship tools
      • Any light block
    • One or more AI turrets with the name tag "Designator". The type of the turret does not matter, but in survival, it must have ammo to work as a designator.
Optional Steps
  • Add any desired optional blocks to the group:
    • Timers: Can be configured to trigger on shoot or on targeting in the timer's custom data
    • Lights: Can be configured to blink or change color when turret is targeting or idle in the light's custom data
  • You can set rotor/hinge rest positions in the custom data of the rotors/hinges once the code has finished registering your turrets.

Examples



  Slaved AI Turret Group Setup
Required Steps
Create a block group with the following constraints:
  • Slaved AI groups groups must be named like the following: "Slaved Group <TAG>" where <TAG> is a unique identifier for your slaved AI group.
  • Each slaved AI group must have the following required blocks:
    • One or more AI turrets with the name tag "Designator". The type of the turret does not matter, but in survival, it must have ammo to work as a designator.
    • One or more AI turrets without the name tag "Designator".
Optional Steps
  • Add any desired optional blocks to the group:
    • Timers: Can be configured to trigger on shoot or on targeting in the timer's custom data
    • Lights: Can be configured to blink or change color when turret is targeting or idle in the light's custom data

Example



  Custom Data Config
After your turret groups are all setup, you can customize the behavior of each one in the custom data of the programmable block.
  1. Open the custom data of the programmable block
  2. Edit the variables you desire
  3. Click "Ok"
The script will process the changes once you run the argument "setup".




  Author's Notes
I went through great pains to simplify the setup of this script to reduce confusion. The script is smarter now and will try to auto detect your turrets.

Also, Weapon Core guns/turrets do not appear as weapons to the in-game API, and I have no plans to write mod specific code to support them. You can use timers to fire them.

(Do not reupload without permission, not even to mod.io)

- Whiplash141
Discussões populares Ver todos (3)
359
7/jun./2023 às 19:45
AFIXADO: Bug Reports
Whiplash141
94
28 de fev. às 4:13
AFIXADO: Feature Suggestions
Whiplash141
37
6/jun./2021 às 19:13
AFIXADO: Player Made Turrets!
Whiplash141
2.471 comentário(s)
Whiplash141  [autor(a)] 17 de out. às 9:28 
if said camera is controlled by a CTC that is marked as a designator, yes
e_sd 17 de out. às 9:24 
Does this script work with a camera designator instead of a turret designator?
HS_DRAGON ✞ 30 de set. às 10:29 
Hello. I didn't quite understand how this Script works; For this script to work, do you need to put guns on rotors/hinges?
I just want my guns to stop shooting at my own buildings, what do I need to do?
jperk354 12 de set. às 19:10 
OK, testing on both ship and static grid, when controlling the designator, it seems to lose gravity calculations. When the designator is using its AI, it seems to have gravity calculations
Whiplash141  [autor(a)] 12 de set. às 2:18 
It is a multiplier of whatever the current gravity value is. The script attempts to find a ship controller somewhere on your ship to use to read the gravity value.
jperk354 11 de set. às 19:54 
Yep, standard earthlike. Is the gravity mod function a multiplier of "1" gravity, m/s, or something else
Whiplash141  [autor(a)] 10 de set. às 22:46 
Dumb question: are you in natural gravity?
jperk354 10 de set. às 21:35 
Edit: when manually controlling the director
jperk354 10 de set. às 21:25 
Hey Whip, it's looking like the gravity mod option in the custom data isn't doing anything right now. I've set it from -10 to 5000, and all the shots are dropping the same
phoenix 4 de set. às 13:18 
@Whiplash141 I've tried several different setups but yet whenever I see if the friendly fire is working it always shoots through my ships and never registers any friendly at all maybe one tower of six will recognize a friendly but they're all set up the same way