Space Engineers

Space Engineers

[Archive] Rdav's PVP Homing Missile Script
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@astrololinspace that means the script isn't working and outdated .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"NOTE* This script is now superseded by my latest guided missile script and is being held for archive only"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"NOTE* This script is now superseded by my latest guided missile script and is being held for archive only"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
TheBleachDoctor 9 May, 2018 @ 5:05pm 
Oh? When do you think you'll post the new updated version?
Rdav  [author] 9 May, 2018 @ 11:13am 
@Hawk24rus possibly ;)
I've had a new missile script in the works for a while now
Hawk Stardrake 9 May, 2018 @ 9:03am 
Hey, Rdav, sorry if dumb question, but is it possible to use your FleetCommand's turrets/raycasts enemy detecting and tracking network for locking and homing missiles onto that targets (which were detected far away e.g. with my scout drones and now only being tracked with cameras)? And if no, could you implement it one day into FleetCommand or maybe as separate module, in a new missile script?
TheBleachDoctor 18 Apr, 2018 @ 5:20pm 
Is there a specific thing I have to do to get the lock on to work? My sensor is set up per your instructions, but it also triggers a countdown on my missile's warhead. Is that gunking up the targeting?
Rdav  [author] 18 Apr, 2018 @ 5:06pm 
I'll be releasing something soon^tm that should be more suited to it, however the exact modification requires adding a few lines of code to make the code search the HW_TIMER timer block for the input coordinates
Tsubasa 18 Apr, 2018 @ 5:04pm 
Can I know more about the details?
Rdav  [author] 18 Apr, 2018 @ 11:57am 
yes and semi yes, it takes a few modifications to work with rfc
Tsubasa 18 Apr, 2018 @ 10:53am 
Hi Rdav, does this work as of now?
Additionally, does this work with the heavy missile frigate module of the RDAV fleet command programme?
TheBleachDoctor 9 Apr, 2018 @ 9:23pm 
I have never been able to get the lock on feature to function. Am I doing something wrong?
[WTFH] ragnar_greymane 25 Feb, 2018 @ 5:49pm 
Hello. Well, i finally got some time to tinker again, so after I designed a player made turret, I thought why not also equip your new warship with a more potent attack option than your usual gauss rifle. Ok, great script, perhaps I can use it. I got it to launch a missile, but then the bug attacked. The missile targeted not the "enemy" I had there as target - or followed the crosshairs. It turned around and targeted the launching ship. No idea how that was possible, but there were some patches. Any idea what I can do to get the missiles fired properly? During consecutive testing (almost had the design lost - blueprint prevented autosave from desastering...) I had some flight changes as it would follow the crosshairs, but when i targeted a vessel with enemy and neutral ownership it reverted. Is this related to some other ownership than hostile on the target, perhaps? Thank you in advance
King in Yellow 16 Feb, 2018 @ 6:35pm 
What ship was used in the video?
DogwaterGaming69 16 Feb, 2018 @ 10:25am 
maybe i start to donate (maybe)
DogwaterGaming69 16 Feb, 2018 @ 10:25am 
you are a god
u know?
Valykry 26 Dec, 2017 @ 7:27pm 
Got another bit of odd behavior for you. I've built a small system that builds the missiles for me, and then I can launch them. Simple, but just for testing. SOMEHOW I now have missiles that will not engage thrusters when I "launch" them. The merge blocks let go, and the gyros kick in at 60m as they should, but no forward thrust. This isn't the weird part though. The weird part is that when I build a second missile and launch it, it displays the same behavior, but THEN the first missile kicks in it's thrusters.
After launching one of them, I did make it a point to check the control panel of one of them.
Despite the lack of propulsion, their thrusters have in fact been turned on, and the thrust override is maxed out.
Valykry 25 Dec, 2017 @ 10:04pm 
"Caught exception during execution of script: Object reference not set to an instance of object."
When I build the missile as the video says, it works fine (Though with the first shot, I have to aim the "laser" several blocks above the target)
Whenever I add something like a warhead, it either doesn't launch, and I get this error, OR the thrusters engage, but the merge block doesn't release.
And yes, I've tried both with and without naming the warhead to "A".
[EDIT]
This seems to only happen when the warhead is placed between the Gyro and the Merge block.
It appears that all of the "required" blocks must be touching each other, not meerly present.
Rdav  [author] 21 Dec, 2017 @ 1:41pm 
@Pawelgr, that's cool, I can't open SE at the moment to see the changes, but you've updated it to use camera raycasting instead of sensor based lock?
Paolo 21 Dec, 2017 @ 12:40pm 
So i have fixed lock in this script. Fixed version can be found here: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1238615220
Paolo 20 Dec, 2017 @ 10:47am 
Great job! But same problem with me, missile don't lock. But anyway manula guidience is cool.
pro100tv 26 Nov, 2017 @ 3:53am 
@<}LM{>DeeperShadows and the way that rotor would not affect flight characteristics of the craft as you have no more "safety lock function" :)
<#cc00cc>bill 26 Nov, 2017 @ 1:10am 
Is there a way to make the script work with rotor detaching instead of merge blocks?
Rdav  [author] 17 Nov, 2017 @ 5:05pm 
I'll check it out when I get a free moment
Olympus 17 Nov, 2017 @ 1:57pm 
I'm afraid that the script has become broken. I can't seem to be able to make it launch in the newest game-version. This goes for custom-made missiles, and the Demo-World.
NordicBeast 9 Oct, 2017 @ 9:41am 
Is there any way to get the missile to track with a turret?
CrimsonJupiter 18 Sep, 2017 @ 10:27am 
Same as Serial here, My detectors don't lock on to anything! I've even tried using a super sensor mod that has a 5kilometer range and still doesn't work.
TheBleachDoctor 8 Sep, 2017 @ 11:47am 
So can guide the missiles, but they won't lock.
jTurp 7 Sep, 2017 @ 10:32pm 
Those messages simply mean that they have updated the API to use a different method of doing whatever it is supposed to do. Eventually, the warning WILL turn into an error, once they remove the obsolete function. At that point, the script will just need to be updated with "Me.CustomName =" instead of "SetCustomName(string)"
Rdav  [author] 6 Sep, 2017 @ 4:09pm 
@TheBleachDoctor, the code still works, they are warning messages, not error messages, so the code still compiles, just with warnings.
TheBleachDoctor 6 Sep, 2017 @ 3:37pm 
http://i.imgur.com/RfkENpF.png
Here, I took a screenshot of the error message.
TheBleachDoctor 6 Sep, 2017 @ 11:29am 
@Rdav
I get compiling errors when I check your script for errors. Something about obsolete names? Can you confirm that your script works in the current build please?
Westmancoat 12 Aug, 2017 @ 10:38am 
Im just wondering if locking still works or if the latest SE update broke it, the script functions as intended and missiles follow a fly by wire path but dont lock on (sensors detect the targets just fine and are named correctly).
RangeRunner 5 Aug, 2017 @ 8:19am 
Im working on an orbital missile silo that hits ground targets from space, so i set the script max range to 50km, the problem is when the missile starts to enter the gravity, Seems like the heavy missile that dosent have the enoght thrust to hovor just trys to get itsalf hovoring instad of falling streat at the target.
sdf1666 2 Jul, 2017 @ 7:07pm 
@Rdav Thank you so much!
It's crazy just how many things you need to do right to get programs like this to work.
I've just noticed one problem (sort of)
I don't really know how the homing system works, even after watching the missile get a minor guidance boost as it neared the target drone, subsequent missiles still didn't lock on even though the ship still had enemy owned blocks on board. Does the enemy grid need to be powered in order for the script to lock on?
(Also, I advise keeping your ship at least 2.5 km away from the target if your missile launcher isn't facing directly forwards)
Holy crap this is a huge coment! I'll stop typing now.
tunamansquare 27 Jun, 2017 @ 10:31am 
y it not working i followed the instuctions EXACTLY is it a SE problem?
Rdav  [author] 26 Jun, 2017 @ 4:21pm 
@sdf1666 answered your question on your workshop page,
sdf1666 26 Jun, 2017 @ 4:00pm 
Ok, after wasting time and doing random crap, I've finally posted the blueprint for my defective missile platform.
Here it is: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=956665923&searchtext=defective+missile+platform
sdf1666 16 Jun, 2017 @ 9:36am 
Blarg, I forgot to pay attention to my own video's comments!
I'll try posting my "Missile test platform" to the workshop, then I'll send a link.
Sorry about that! :P
Rdav  [author] 16 Jun, 2017 @ 3:23am 
@sdf1666 I posted a comment on your video two days ago, :P I need a blueprint or world file if possible, as from the video, I can't see you doing anything obvious
sdf1666 15 Jun, 2017 @ 6:41pm 
@Rdav, um... you there? I know you've been online multiple times since I posted the video
I really would like you to help me as a ship (friggate class) I plan on building soon requires this script to properly function
sdf1666 11 Jun, 2017 @ 10:22pm 
@Rdav
Here's the video, please let me know how to fix this
https://www.youtube.com/watch?v=6E8NMBcMjyo
Rdav  [author] 6 Jun, 2017 @ 10:04am 
@sdf1666
Yeah fleet-com MKII is in the works, :P should be coming soon^tm if you do make a video send me a link and I might be able to help you set it up!