Space Engineers

Space Engineers

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[Archive] Rdav's PVP Homing Missile Script
   
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9 Feb, 2016 @ 2:02pm
4 Jan, 2017 @ 1:26pm
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[Archive] Rdav's PVP Homing Missile Script

In 1 collection by Rdav
Rdav's MK1 Missile Script
1 item
Description
NOTE* This script is now superseded by my latest guided missile script and is being held for archive only


Introduction
My MK1 missile script was designed to be the 'AK47' of PVP missile scripts, cheap, clang-free, effective, and easy to use for everyone.





About The Script
This script, unlike others is especially designed for minimalistic missiles, requiring only 4 blocks to operate! (although you can add on anything else you see fit)
This means at last you can cost-and-space effectively utilize the destructive power of large ship missiles in survival, and avoid having to use finicky large to small ship rotor adaptors for effective but cheap missiles.
This makes this script one of few optimised for multiplayer PVP. Also, the script is exceptionally quick to set up, requiring no specialty naming parameters and only a single letter for each whole missile, consequently making your terminal a lot less cluttered too.


Have a gander at the tutorial Video at the top just to check out how easy it is to set up!


Thanks
Also for the programmers out there, I give special thanks to Alysius Wee, Whiplash, and numerous tutorials on youtube, The c# used to write this programme was learned in a weeks’ worth of stripping apart existing scripts, tutorials, and trial and error, so expect a true Frankenstein of a script.
Thank you all greatly, and feel free to rip the script apart yourselves to see how I’ve done things, just if you use anything yourself give due credit when it’s necessary!.

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Using The Script
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On Board Your Launch Vessel
- You need 1 programmable block called -PROG- pointing the way you want your missiles to fly (see tutorial video for an example)
- You need to then have one timer block, name doesn't matter


Setting Up The Missile
Each missile requires (minimum):
- 1 power block (recommend batteries)
- 1 thruster (can be a grav drive too!)
- 1 merge block joined to the ship
- 1 Gyro (facing forwards! see my example if you're not sure!)
- 1 Sensor set to max range and set to detect enemy targets (called "sensor")

Now add whatever extra blocks you want to it, (extra thrusters etc) and set forward thruster overrides, gravity drives, etc to max override, and turn them off. When the script launches the missile it will turn all of the thruster and power blocks on and detach the merge block. Finally call everything "A" or "B" or "C"... etc, just make sure it's unique for each missile!

Setting Up The Script:
- Go into the p-block and insert the script, check code, then save and exit
- for more advanced features such as lock-on noise and fine tuning to achieve a perfect hit I will put an 'advanced' section on the workshop soon

Setting Up The Timer Block:
- To set up the timer block go into the timer block and set it up to run the programmable block
(run with default argument), then trigger itself (trigger now), this sets up a loop to continuously trigger the script

Setting Up The G-menu:
- Go into your G-menu and add to you toolbar (for the p-block) 'Run' (set argument to 'launch')
This will launch one of your missiles per press starting from A and going to N
- Then add to the toolbar 'Run' (set argument to 'clear')
Pressing this will clear the script of the currently detected object

Using the Script:
- Launch any of your missiles by pressing the toolbar button, they will fly out and once they are 60m away from your ship they will be laser guided by the direction of the pointer block, once they get within 50m of a target (if you set up the sensor) they will home in on it and any sequential missiles will home in on that target with position prediction.
- Clearing the p-block will remove currently detected targets and they will fly on as normal
- Once missiles get to 9000m (default) they will lose their guidance and drift off to avoid accidental collision
- If at any point sim speed starts to crawl recompile the prog scripts to clear their memory (check code)

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In Summary
The script as-is, is in a very WIP state, and so if you have any bug reports and issues please report them here so I can get them fixed soon as possible, along with any requests!

Rdav.




Popular Discussions View All (4)
9
7 Sep, 2017 @ 1:34pm
Not firing
commie._.tears
1
22 Oct, 2016 @ 6:14am
Missile Script Not Appearing
Vanidas
0
15 Jul, 2016 @ 4:53am
Detecting more than 4 missiles
Quartofel
204 Comments
Rdav  [author] 8 Jun @ 6:47am 
you can find it on my profile
Blu 8 Jun @ 6:45am 
Is there a link to new version somewhere?
i_Buy_Cheats 19 May, 2020 @ 7:19am 
the new script need a turret ? or just a sensor
TheBlackFox 16 Apr, 2019 @ 5:36am 
@astrololinspace that means the script isn't working and outdated . You can use the latest missile script which is a different one.
Rdav  [author] 16 Apr, 2019 @ 3:12am 
"NOTE* This script is now superseded by my latest guided missile script and is being held for archive only"
Backverbot 16 Apr, 2019 @ 1:24am 
I dont know why, but everytime when I check the code, there is a problem and the script does not work. can you please look on this mistake? PS: the other scripts work realy good.
Rdav  [author] 1 Feb, 2019 @ 12:47pm 
Fist line of the description on this page:
"NOTE* This script is now superseded by my latest guided missile script and is being held for archive only"
TheBlackFox 31 Jan, 2019 @ 8:42am 
You uploaded an other version of a guided missile. Which one is better this one or the Rdav's Guided Mussile script?


thefinn88 12 Jul, 2018 @ 11:16am 
How do you 'lock on' from a base ? Can you or not ?

I wanted to use this for a base defence and try get a cool looking rotor torpedo launcher working.
Rdav  [author] 9 May, 2018 @ 5:28pm 
Will likely be a new release so I can move this workshop page to archive, but will be soon! Hopefully