Space Engineers

Space Engineers

Rdav's Gen3 Guided Missile Script
201 Comments
Atomhirsch 21 Oct @ 9:36am 
why?
xxmanofmemesxx 21 Oct @ 4:50am 
Strange mine aren't working, I'll just use sensors to arm after it clears the tube.
Atomhirsch 20 Oct @ 11:29pm 
If a recent update hasnt changed it, all triggers with #A# in the name will be "trigger now" after launch. Thats how it is.
xxmanofmemesxx 20 Oct @ 7:09pm 
Can you explain how the timer trigger works, I'm trying to use missiles with specialized detonations systems which need a timer to arm. In my tests the missiles seem to not be armed despite the timers being tagged.
Based_Stickman 16 Oct @ 4:35pm 
Is their a way in the script to have a check on autofiring if the missile is incomplete?
Atomhirsch 6 Oct @ 10:55am 
You cant configure the missile speed so it wont destroy the magplate or landing gear...
RougeSable 6 Oct @ 10:10am 
How hard would be a missile that do not explode but use mag locks to stick on the ennemy ship? I'd send & stick a survival kit on the opposite grid to respawn on it
Nimizz 3 Oct @ 6:30am 
Will the script target anything in range that is a viable target even if its behind cover or something? I've got a hollowed out asteroid for my base but I don't want to build a missile launcher on one side and it try to hit targets on the other side.
Rdav  [author] 30 Sep @ 9:37am 
@Rumsar its good for both but ground to ground has some caveats with thrust ratio and launch angle

@bsimp14 take a look at the linked blueprint/example ship and see if the issue is with your missiles or your launching ship
bsimp14 28 Sep @ 11:46pm 
what do i do when the missile has all the required blocks, is named corectly, and the parent grid is as will but nothing fires?
SGC | Sernikb 26 Sep @ 7:42pm 
This is incredible, thank you!
Rumsar 23 Sep @ 3:55am 
I do only see the missiles shoot down aircraft in the videos. Is the script only good for air-to-air and surface-to-air combat or can't it engage surface-to-surface and air-to-surface targets too?
Don't get me wrong I still got the script its really cool and allows for a LOT more compact missiles then I can get in vanilla. I was only able t get a poor performance 1x2 missile and that's only in atmo.
Rhino9481 23 Sep @ 2:03am 
Any chance the range of the LCD could be adjustable to accommodate a larger AI range (e.g. 10km)
Atomhirsch 22 Sep @ 10:43pm 
Update what? Try to make at least ONE complete sentence!
AzoorFox 22 Sep @ 3:51pm 
UPDATE WHEN????????????????????
Apologies 16 Sep @ 9:13am 
Do all the blocks have to be on the same subgrid? So ai, prog block, missile, etc?
Apologies 16 Sep @ 4:44am 
Can do, I think I've pinpointee my problem with a grave align script messing with gyros. Can't wait for it to work right, awesome script!
Rdav  [author] 16 Sep @ 2:31am 
Is still working fine with the latest update,if its not ,locking check the offensive AI block and what it is/isn't targeting
GroinBeard 15 Sep @ 11:34am 
Having the same problem. Is the script broken from the new update? Missiles won't lock on.
Apologies 13 Sep @ 5:52pm 
Hey, Just curious, My missiles just dart right for the ground after firing, any idea whats going on? tried troubleshooting and cant seem to figure out why.
Falke_de_cz 13 Sep @ 7:47am 
How can I configure your script so that the missiles fire automatically?
viperfan7 8 Sep @ 7:30pm 
Any chance we could get the radar as a seperate thing? That radar is sexy
Leader 5 Sep @ 12:46am 
Неплохой
Sinner 1 Sep @ 1:12pm 
I cannot get these missiles to fire when they are on a subgrid. I usually create a large rotor to create a small grid missile launch bay. If I place a cockpit on the subgrid, it seems to work. Any work around?
TheAussieSamuraiGuy 1 Sep @ 10:26am 
does anyone know what i would need to change in the script if i wanted to use this with the Nuclear Weapons mod Warheads for a bit of unnecessary fun? :P
iiWuss 29 Aug @ 4:23pm 
I think I figured it out. The argument is "Fire" if you miss the capital "F" it won't work.
iiWuss 29 Aug @ 3:55pm 
I cannot get a missile to fire at all with this script. Followed all the directions to a "T" or "#A#" and it refuses to fire. I'll paste in his blueprint ship from the work shop and it works fine. What am I missing?
KnightForEyes 28 Aug @ 10:34am 
I hope they dont allow this or only allow it via scripts in SE2, Drones are litterally most uninspired and boring way to Win in space engineers...At tihs point It gone so bad that I would prefer a mad kid in Rust over fighting Hostile drone spams....
[BR]SharkStrike 27 Aug @ 7:20pm 
Would it be possible to add a command to the cockpit toolbar to turn automatic launch on and off?
maaarcus 26 Aug @ 9:39pm 
Thanks for the great work! Wonder if I need to fill up the hydrogen tank in survival?
Sydy Chan 26 Aug @ 3:37pm 
Omg I just came here to see if there's anything cool on the workshop laterly (after a long break) but I did NOT expect the legendary coder Rdav to make a comeback/reappearance here. thank you for your scripts and stuff, and making the programming as easy as "just put 'a' behind everything" 😭🙏
hope you and your mysterious project are doing well :steammocking::steamthumbsup:
Elipsian Nova 24 Aug @ 10:17am 
For some reason the programmable blocks won't let me access the script writing part, the only option I can see is custom data, and the furthest thing down i can see is the "no content" option. There does not appear to be a way to put the script in from what I can see...
Rdav  [author] 21 Aug @ 8:35am 
this usually happens if the script finds a remote control as a main cockpit, set a cockpit to main cockpit and recompile,
Saphir 21 Aug @ 1:42am 
Hey there! this is displayed on the PB right now. "Caught Exception during execution of script. Object reference not set to an object program. trackdisplay..ctor (IMyTectSurfaceTextSurface at program..cotr(). Any fix for this?
ThatOneGamingGuy3 19 Aug @ 10:10am 
it's getting ace combat
Captain Redbeard 16 Aug @ 3:11am 
@Rdav thanks. I've been experimenting and small grid autocannon custom turrets are delightfully effective. I've also discovered that ground vehicles are uniquely good at beating missiles with one simple trick: just drive in a circle, and if you're fast enough the missiles will miss you by an inch and hit the ground. It's actually much more difficult to evade missiles when in the air, I've found
Rdav  [author] 15 Aug @ 7:10am 
Yup, I've used it to that end quite a lot
VikingHeising 15 Aug @ 6:01am 
can it move and Shoot; Ie: Launch from a moving Large grid?
BAKADAKALAKA556 12 Aug @ 7:18pm 
by chance can the script show the radar screen on the Inset button panel and console table? so far only LCD screens seem to work.
Rdav  [author] 11 Aug @ 12:01pm 
@Eevee just call it #A#, the script will do everything else, if you're in doubt take a look at the blueprint I have linked at the top of the description

@Cookie event controller blocks and sensors are a good way to add extra functionality on top of whats already there, anything specific feel free to ping me in the discord, its a lot easier to drill into specifics over there,
Atomhirsch 11 Aug @ 7:02am 
@Cookie: Answer is timer blocks and a extra thruster. But still i dont understand your problem. Make the missiles fire to the front and there is no problem in space. Yet...i gave you a solution
Cookie 10 Aug @ 11:48pm 
This script is easily the best missile targeting out of them all with a very high hit rate.
Is there anyway to make them drop from the underside of a ship ,with the assistance of a thruster also controlled from the scrip. In an atmosphere it isn't so much of a problem as gravity assists with clearing the ship. However in space it barely clears a ship. This is fine if stationary though during combat it is almost impossible to fire missiles whilst moving.

On another note is there an argument to run off the toolbar for the autofire feature?
Eevee 10 Aug @ 1:04pm 
also forgot to add does it have to be a explosive payload? and would it conflict with other merge blocks on a ship since i plan on adding this as a module for a ship i have that it can just dump the used missile rack.
Eevee 10 Aug @ 12:54pm 
so when you say name it #A# do you mean exactly #A# for each missile or do you mean something like the first missile is 1A1 1A2 1A3 or am i over thinking it and its that simple of #A# and the script numbers the missles it self.
Rdav  [author] 10 Aug @ 3:58am 
you need to set the seat you want to use as 'Main cockpit'
BAKADAKALAKA556 9 Aug @ 7:27pm 
Hey I think there is a bug, when a ship has multiple seats and cockpits and even things like desks and Cryo pods the script upon recompile will choose one of them and will not let the user choose the seat specifically. setting #A# to the control seat I want doesn't work
GigaCars 9 Aug @ 11:09am 
people are gonna use this as a radar mod without the mod part lmao

looks good, when i can play SE again, i may or may not make a entire line of missiles using this script
nowfilek 9 Aug @ 7:46am 
What if for example I had 2 missile tubes on the left sided and 2 other on the right side of my ship. Could i have one button/command to fire from the left side and another to fire from the right side?
Rdav  [author] 9 Aug @ 7:09am 
@Captain Redbeard, small grid autocannon spam and dedicated picket ships work quite well,

@nowfilek
yes you can! the script will fire missiles in the order they appear in the terminal when you enable it, so call that one 001, and the rest 002, 003, etc, and it will go through in order
Captain Redbeard 9 Aug @ 7:00am 
Based on your testing, what are the most effective counters to this kind of missile? I've been having a blast with it, testing against various different designs from fighters to tanks to large flagships, and when launched in large enough numbers these things swat everything. They are absolutely devastating and are fast becoming the new meta among my clique of friends.

We have yet to find any solution that solves the problem they now present. Any suggestions at all?