Space Engineers

Space Engineers

Guidance Block Launch Script
16 Comments
uglydisease 24 Apr, 2020 @ 7:34pm 
You can use my script and use the command LAUNCH 1000, assuming you don't have more than 1000 torps that should do it :)
Jaeger 24 Feb, 2020 @ 5:30pm 
um.. i would really like for it to just launch all at one time. how do i do that
uglydisease 19 Jul, 2019 @ 12:25am 
I just finished a script that allows ships without torpedo's to remotely lock-on and fire at grids using inter-grid communication. So you can do things like send a drone to earth and fire at base with torpedos on the moon (assuming they dont hit any voxels on the way)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=1808523552
uglydisease 6 Jul, 2019 @ 9:45am 
R.U.Sirius : I have posted the script here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1793452866
R.U.Sirius23  [author] 5 Jul, 2019 @ 4:59pm 
@uglydisease I'd be fine either way, maybe nice to add it to this one so those subbed here can get the benefit of your work (I'd add you as a co-author obviously) but I'll leave that to you. It sounds like you'll be adding a lot more functionality to the script and would deserve the credit for it. If you do publish it yourself please send me a link as I'd definitely like to try it out!
uglydisease 5 Jul, 2019 @ 4:46pm 
@R.U.Sirius I am writing some additional functions into the script you wrote. Great job btw. I am adding features that will enable the program block to alter some other fields like detonation distance, launching multiple torpedo's with one argument etc. Basically I am opening up the other fields by parsing for a space between the two parts of the argument. Do you have a problem with me posting it? I would of course give you credit for the original work. Or if you prefer I could transfer the code over to you.
Tanus11 6 Apr, 2019 @ 2:07pm 
@R.U.Sirius Ok, i wasnt aware of that
thx for the quick answer
R.U.Sirius23  [author] 6 Apr, 2019 @ 12:39pm 
@tanus11 The Guidance block itself should turn on the thrusters of launched torpedoes for you automatically, atleast last I checked they did as I always have mine off for that exact reason. If there is still a problem with them you'd have to ask Alysius for a fix, or it may be a problem with the design of your torpedoes.
Tanus11 6 Apr, 2019 @ 12:30pm 
@R.U.Sirius is there a chance you can alter the programm that the respective thruster and the booster of the launching Torpedo turns on when it's launched? or could you tell me how to alter the script to do that. Im using the speed of sound mod and when flying the thrusters are increasing the speed to a point where i cant steer anymore. and if i turn off the thrusters and booster it doesnt speed up so fast
R.U.Sirius23  [author] 27 Mar, 2019 @ 10:42pm 
@uglydisease I use cameras as well for my setups, and haven't had any problems as all of that is setup on the guidance block itself, this script just sends commands to the guidance blocks.
uglydisease 27 Mar, 2019 @ 3:13pm 
@R.U.Sirius I think what @Exelsiar is asking is how does the torpedo(s) lock on, for example a lot of us use cameras or turrets with [AIM] tags on them instead of the default which uses the cockpit, does this script take this into account in some way?
R.U.Sirius23  [author] 27 Jan, 2019 @ 8:35pm 
@TheTownWitchDoctor Glad to hear! That use case is pretty much exactly why I made this script.
TheTownWitchDoctor 27 Jan, 2019 @ 7:57pm 
Works great, tested my new cluster missile on a civillian space station. I'm afraid she went down with all souls :D
TheTownWitchDoctor 27 Jan, 2019 @ 6:31pm 
I think this is just what I need, I've got small grid torpedos mounted inside a large grid ship on rotors and I can't get the group with the guidance block in to stay from the blueprint when it welds a new one.
R.U.Sirius23  [author] 13 Dec, 2018 @ 10:25am 
@Exelsiar Not sure what you mean? The random, closest, furthest option are for which missile will be launch when you run the "Launch" argument (based of the location of the Programmable block running this script) The use of a camera or turret is still needed for aiming the missile as per normal for Alysius's mod.
Exelsiar 11 Dec, 2018 @ 9:46am 
Question to a fellow shack fan, is it possible to use this script, with a camera or turret as normal, or is it only Random, Closest, Furthest?