Space Engineers

Space Engineers

Launch Control Script
댓글 79
Wickedcube 2022년 2월 28일 오전 4시 34분 
I have everything setup and for some reason my missiles will not lock onto targets. no warnings or anything like it. all it does is shoot forward and spin
FuturisticHead 2021년 9월 25일 오전 4시 22분 
this script not work for me
Agaisten 2021년 1월 25일 오후 6시 19분 
Is there a way I can fire all missiles at once with a one second delay per fired missile? I guess a timer block would work but how should i loop it? This mode would be nice for a missile frigate.
Flying Lemming Soup 2020년 3월 26일 오후 12시 23분 
I've ALMOST got my missile system working the way I want... but I've got a couple issues. For one, whenever I hit the 'run' command, only one specific missile will fire, and I can't seem to fire any more. If I tell each missile's computer to fire, the missiles fly without a hitch. Right now, I have four missiles and the fire control computer has this setup:

strComputerTag=TorpedoComputer1
strComputerTag=TorpedoComputer2
etc.

I WANT the launch computer to fire one missile with each key press, in a very specific order. Firing the missiles out of order would be... bad. So how do I pull this off?
Flatulent_Moth™ 2020년 3월 23일 오후 2시 47분 
It is fixed in the last update
Flatulent_Moth™ 2020년 3월 17일 오후 3시 41분 
I would just like to say that after the recent update/patch (I don't know which), the launch script now returns the error

"Caught Exception during execution of script: Object Reference not set to an instance of an object."

This came from two vehicles that both worked before this update. It is also worth mentioning that the missiles still work.
Nyx 2020년 1월 26일 오후 1시 15분 
I appear to have fixed it by updating all the scripts (both the launch script and the guidance script) to the latest version by using the copy from workshop option in the programmable block
Nyx 2020년 1월 26일 오후 12시 28분 
I'm also receiving assembly not detected. I ensured the launch control script was referring to the correct guidance block, no dice. Attempting to run the missile guidance code manually resulted in the same error.
Dominator1559 2020년 1월 24일 오후 12시 02분 
+1 on the missile problem ( assembly not detected)
Friendly Travel Agent 2019년 12월 25일 오후 5시 31분 
So, I just used the launch control script, and something went wrong, and I hope you can help me. My set up for the launch control script, with the mode 2 lidar missiles has worked well in the past (~1-2 months ago), but as of now, whenever I activate the programmable block with the launch script, or if I activate the missile lidar script directly, the programs will read "Assembly not detected, please recompile script." The missile will not detach from the merge blocks, nor make any attempt to move. If you know how to fix this, I would like to know how as well. Thank you so much.
commie._.tears 2019년 12월 23일 오전 6시 19분 
Thank you so much lmao
Alysius  [작성자] 2019년 12월 23일 오전 4시 50분 
v4.1 is the latest now.
Alysius  [작성자] 2019년 12월 23일 오전 4시 50분 
@All Fixed.
Alysius  [작성자] 2019년 12월 22일 오후 9시 12분 
Oh damn.... didn't see this. other missile script is fixed though. for this need some time
commie._.tears 2019년 12월 21일 오전 10시 52분 
Latest update broke it
Nirahiel 2019년 12월 20일 오후 12시 53분 
Latest update broke it please fix
Cronyx 2019년 11월 1일 오후 1시 18분 
Can this be set up to defend a base unattended? Like fire automatically at incoming threats if I'm offline?
Buscemi3 2019년 8월 30일 오후 4시 28분 
Im having an issue with the script. After I set everything up, the missiles 'run' their own scrips without me running the launch control PB. Any advice?
overwerk 2019년 8월 25일 오전 3시 04분 
nvm. i found the issue, the launch control script was interfering with the DDS swarm missiles
overwerk 2019년 8월 24일 오후 2시 08분 
i'm having random issues with this script. sometimes, the launch computer does not launch any missiles. i have 2 ships that have this issue, one that never worked (and has its launchers on rotating mounts) and one worked 2 days ago but stoped working now. it is an issue not linked to the update as the first ship was built and tested before.
WardenWolf 2019년 4월 27일 오후 5시 12분 
The only thing I wish is that you could pass different STRComputerTag's via the run argument to enable you to control multiple missiles from one programmable block. That way you could simply run the same block with different arguments to fire different missiles.
MagnusEffect 2019년 2월 24일 오후 7시 43분 
Still working?
The King of Piss World 2018년 10월 31일 오후 2시 01분 
The update to programmable blocks has broken my timer block slugs, as they are not programmable blocks and do not get triggered by the script.

Could you add a timer block option?
LettuceSupreme (Nitron X) 2018년 10월 11일 오전 5시 36분 
Does this script arm the warheads of a missile you launch with it?
Alysius  [작성자] 2018년 9월 18일 오전 4시 55분 
Script switches off the closest merge block to detach itself for launch. If vanilla or ur mod allows that then the script doesnt matter about this setup (e.g. if u manually turn of the closest merge block from ur PB, and the missile detaches properly, then script can work with ur setup).
The Creacher 2018년 9월 16일 오후 2시 01분 
Is it possible to launch a missile that is connected with more than one merge block? For example, I wish to make a pylon capable of holding multiple missiles (attached via merge blocks). The pylons would attach to the craft via a merge block of its own (this way I can quickly swap different kinds of pylons and ordinance).

But when attempting to do this I was hoping the "strDetachConnectorTag" being set to the missiles merge block tag might do the trick, but this doesn't appear to be the case. Is that variable limited to JUST connector blocks?
Alysius  [작성자] 2018년 8월 3일 오후 10시 03분 
For this remote launch, you wil need to write a separate script to receive command and trigger this script for launch. Its not that straight forward though. Below is the guide:

https://forum.keenswh.com/threads/programmable-block-inter-grid-communication-guide.7392031/
InfoDeath 2018년 8월 3일 오후 1시 22분 
Hi there, I'm entirely new to scripts, and I'm trying to figure out how to use the inter-grid communications to launch missiles built using the Automated Shipyards mod, which are not connected by any kind of merge/connector. Are there any decent guides for doing this?
dandanmian.slurp 2018년 4월 23일 오전 10시 30분 
How could I use this to launch missiles in offset or normal targeting mode without having to access the custom data? Would I need two Launch Control Programmable blocks, one set to launch in offset and one for regular?
funhans 2018년 3월 3일 오후 3시 16분 
@Alysius - Great script as well as the core script ;)
Wolfphoenix3d 2018년 2월 15일 오전 2시 28분 
Is this script suppose to trip Timer blocks? because Its not really working. I'm still having to Manually Arm warheads before firing. I set my warheads to arm with Timers as a safety measure to avoid blowing myself up.
Enigmus 2018년 1월 26일 오전 11시 18분 
Can the strComputerTag name have spaces?
PharmacyLove 2017년 12월 13일 오후 9시 38분 
Excellent, thanks! I think I have it working.
Alysius  [작성자] 2017년 12월 13일 오후 5시 29분 
@Pharmacy You need to update this script to latest. Latest copy will only trigger the PB and exclude timers.
PharmacyLove 2017년 12월 13일 오후 3시 30분 
Seeing as missiles no longer need looping timer blocks, does that affect the set up and use of this script at all?
RangeRunner 2017년 9월 23일 오전 8시 51분 
So i made a missile artilary truck, it hase a set of 6 missiles, 2 missiles in the front then 2behind then 2 behind them and so on, so i need a pefic launch order so the back will never launch befor the ones in front of them launch, is it possible to set the launchSelectionType To be Closes or ferthest to a spicific block? Like a remot control that is not controled
dandanmian.slurp 2017년 7월 5일 오전 10시 29분 
Ok, cool. Thanks.
commie._.tears 2017년 7월 5일 오전 9시 57분 
Got it down. This script is fucking awesome
Alysius  [작성자] 2017년 7월 5일 오전 9시 28분 
@SkyPyro It launches one missile at a time. You can pass "Run" arguments while triggering this script, which will result in this script passing wholesale the arguments to the missile. This way, you can have multiple buttons triggering this script with different arguments like Mode 0, Mode 5 etc...
dandanmian.slurp 2017년 7월 5일 오전 7시 50분 
Could this script be used to launch multiple missiles while still setting launch modes, or does it select from names starting with the set name?
commie._.tears 2017년 1월 22일 오전 4시 22분 
Awesome!
Alysius  [작성자] 2017년 1월 22일 오전 12시 32분 
@LastWilliam Gotta make some changes to the script to prepare for the new intergrid comms in DEV, so videos will take a while longer to release, as i have to include in the new features.
commie._.tears 2017년 1월 18일 오후 7시 08분 
Lit. Thanks!
Alysius  [작성자] 2017년 1월 18일 오후 6시 24분 
@LastWilliam Terribly sorry, I have created the video cuts but have placed them together due to time constraints. Planning to release during weekends, together with a new Strix Missile Script concept.
Stevros1903 2017년 1월 17일 오후 3시 43분 
This looks amazing still learning how it all works for my purposes glad to hear video is on the way too.
Alysius  [작성자] 2017년 1월 4일 오전 3시 58분 
@LastWilliam14 Dont worry, video is almost up soon. Have recorded it and in the midst of adding subtitles.
commie._.tears 2016년 12월 27일 오전 8시 38분 
I would attempt to do this myself. I'd likely fail though xD
CheekyHusky 2016년 10월 6일 오전 7시 30분 
ah fair enough :)
Alysius  [작성자] 2016년 10월 6일 오전 4시 43분 
@Syntax95 Detachment failed, whole ship is interpreted as a missile. Its more to do with the radar homing script instead of this 1
CheekyHusky 2016년 10월 6일 오전 2시 43분 
in dev build this script made my ships go straight down into the ground. yes the remote is the right way round :P