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Pylon CSD Battlecannon Long Range
   
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25 Sep, 2018 @ 1:18pm
5 Jul, 2019 @ 5:01pm
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Pylon CSD Battlecannon Long Range

In 1 collection by Cruel Sun
Gaby World Server
21 items
Description
Pylon Script for the CSD Battle Cannon Long Range mod

Grid Aiming System
  • works without setup, as always
  • works well for aiming to the moving grids
  • works with groups of pylons
  • pylons can work in the stealth mode
  • pylons can be attached on static objects
  • pylons returns to their positions
  • any pylon having the camera can operate for all
  • damages of any pylon will be send for all, as report to the Log
  • supports sun tracking after 60 second of idle mode. description here

Requirements

Any pylon must have at least one of
  • Grid Controller (Remote Control or some Cockpit, IMyShipController)
  • Antenna
  • Program block
At least one Pylon must have Camera block for raycasting, best way 4-6 cameras
And, if the pylon have a cannon, it can shoot - any number of cannons, but arranged to the one direction


Pylon Samples

Commands

info
Gets information only
shoot
One shot for the grids of the same class
shoot>SomeClass
One shot for the grids of class SomeClass
shoot>all
One shot for the grids of all classes
destr,destr>SomeClass,destr>all
Same as Shoot but shoots until the complete destruction of the target
list
List of all pylons
rs>on,rs>off
Set the Stealth mode for the current pylon
rsc>on,rsс>off
Set the Stealth mode for the grids of the same class
rsa>on,rsa>off
Set the Stealth mode for the grids of all classes

Class names are case-sensetive, but commands are not

Interface

By default all the info shows in PB details, also is able to be sended to LCD and Text panels. To the panels named with key _log. Also good solution with HUDLCD mod.

Antenna
It is possible to use an antenna on a connected grid : Parameter in script head UseAntennaFromConnectedGrid

Motors
If the pylon is connected to a static object via motors, use parameter BrakeRotorsOnShoot to prevent recoil
If many of 'turrets' is placed on one grid, use Logo parameter with different names

Links
Pylon Script for Revived Large Ship Railguns
7 Comments
HERETIC 29 Dec, 2019 @ 7:17am 
is there any way a version of this script could be designed to work with a vanilla gravity canon ?
Cruel Sun  [author] 1 Sep, 2019 @ 2:41am 
Hi, I have two scripts for two types of weapons. They are customizable. If you have some mod for this script using, I can check it.
adder360 29 Aug, 2019 @ 10:02am 
Hi do have any details on modifying the script for using different weapons? and potentially giving the script a GPS position to aim at?

Cheers
Cruel Sun  [author] 1 Oct, 2018 @ 4:07pm 
So, i've got some new experiences. Huge mods, lots of crazy guns=). They're a missile launchers. My script for the Revived Large Railguns can help https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1523446527

Example for HS Sniper Cannon (there is only for a small grid):
replace 2 lines

tCannon LargeGridCanon = new tCannon() { Name = "Not exist", Range = 0, Velocity = 0, ReloadTime = 0 };
tCannon SmallGridCanon = new tCannon() { Name = "HS Sniper Cannon", Range = 8000, Velocity = 4000, ReloadTime = 0 };
Mike Loeven 1 Oct, 2018 @ 2:13pm 
I was mostly wondering if it could be used for the fixed turrets from inspired weaponry and GSF
Cruel Sun  [author] 1 Oct, 2018 @ 11:16am 
This script is designed for CSD BattleCannon Long Range.
The first screenshot shows, how the weapon is described. The script can work with any fixed weapon if the weapon type is iMySmallGatlingGun and the weapon parameters have been entered.
The script does not automatically recognize the parameters of another weapon.
Mike Loeven 1 Oct, 2018 @ 10:19am 
Is the script generalized enough to work with any fixed weapon or does it only work with the battle cannons ?