Space Engineers

Space Engineers

[Archive] Rdav's Guided Missile Script
Mostrando 1-7 de 7 aportaciones
Actualización: 6 MAY 2019 a las 10:37

UPDATE 28/02/2019
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1.05 MAJOR UPDATE

- Fixed an assortment of bugs with the code
- Added Automatic Firing Ability
- To turn on go into the code and set 'automatic firing' to true
- Any grid in range will be automatically targeted and fired at
- Firing frequency can be modified by changing the 'time between launches' counter



Existing codes exhibiting this error should be updated to this version to enable this update
Let me know if there are any issues or things that need patching!

Actualización: 28 FEB 2019 a las 14:51

UPDATE 28/02/2019
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1.04

-Hotfixed battery related issue with latest update from Keen,
Existing codes exhibiting this error should be updated to this version to fix it

Actualización: 31 OCT 2018 a las 3:32

UPDATE 31/10/2018
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1.03

Fixed:
- Fixed Missiles not accelerating (usually was if no correct launch distance is set, but now is always fixed)
- Fixed script finding and using incorrect guidance turrets (ie turrets on missiles)
- To prevent script using these blocks change their custom data to: NoUse

Added:
- Missile tag (Previously #A#) is now easily changable! you will find where to change it shortly below the script introduction section, different pb's can now run different kinds of missiles easily
- Option To ignore any soundblocks and turrets you don't want the script to use (change their custom data to: NoUse )

Actualización: 6 AGO 2018 a las 4:45

UPDATE 04/08/2018
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1.02

Fixed:
- Fixed a rare exception when trying to fire incomplete missiles
- P-block now gives you an error message if you run it with the wrong/misstyped launch command

Actualización: 4 AGO 2018 a las 15:47

Actually merged the previous hotfix (derp)

Actualización: 4 AGO 2018 a las 14:48

HOTFIX 04/08/2018
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1.01

Fixed:
- Now people can use #A# as just a prefix
- Fixed a turret range bug

Actualización: 3 AGO 2018 a las 12:34