Space Engineers
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WHAM | Whip's Homing Advanced Missile Script
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Тагове: other_script, autopilot
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25 май 2020 в 9:16
3 май 2024 в 22:00
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WHAM | Whip's Homing Advanced Missile Script

В 1 колекция от Whiplash141
Whip's Scripts
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Описание
WHAM | Whip's Homing Advanced Missile Script


  Description
WHAM is an advanced homing missile script that supports a variety of features. It is quite configurable offering users options to customize things from the launch staging to the navigation constants used in the homing algorithms.

The main homing algorithms it uses are also based off of the real world Proportional Navigation control law (or ProNav) which provides pretty robust interception capabilities.

When used in conjunction with my fire control script, LAMP, missiles can be fired in homing or beam-riding configurations.

This script also utilizes the new(ish) antenna communication API instead of exploits like some scripts used (including my old one). This permits more robust communication between the firing ship and the missile mid-flight and is less hacky/cheaty.

Note: This script supports camera raycast designation to a max range of 5km.

Example ships:


  Instructions
See the full guide for instructions.




  Author's Nodes
This code has been in development for around 4 years now. Hopefully that means it is super robust and well tested; however, if you notice any issues/bugs, please let me know.

Additionally, there is a lot of code, so I've had to compress the text. I've removed most unnecessary white-space, but preserved variable names, comments, and region tags. If you copy paste the code into Visual Studio or use an online beautifier, you can easily fix the formatting and get the indentation back

Also huge thanks to my testers: jonnytaco, Lord Commissar, 5URG3, Rose Minotaur, ToesPeregrine4, jphuffman55, and Marcelo! These guys helped me track down some crazy hard to reproduce bugs and gave me lots of feedback!

Enjoy!

(Also, this should also go without saying, but do not reupload without explicit permission from me, not even to mod.io.)

No this can not use the new targeting mechanics directly because there is absolutely no API for it.
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21 юли в 10:51
ЗАКАЧЕНА: Help/Questions (WHAM)
Whiplash141
725 коментара
RougeSable 6 окт. в 10:11 
Would it be possible for a missile to 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
Whiplash141  [автор] 27 септ. в 10:01 
You can do several things:
1. in LAMP, use precise mode with the argument "precise_on", lock on to a different area on the ship, and use the "retask" argument to send any active missiles to that new target
2. use "Max aim dispersion (m)" in WHAM custom data to specify a randomized impact point radius
Liliathe 27 септ. в 7:27 
I have a small question.
My ship is using LAMP and WHAM missiles. I look on target with camera turret (camera mode) and fire 2 missiles . First one always hits (nicely) but if target got damaged to the point of splitting or center of target grid gor vaporized with first missile , the second one just don't knwo what to hit and just akwardly fly around.
What I could do in situation liek that other than just :
a) kill any missiles that don't know where to go with command
b) shoot 1 missile at the time.
I want to have swarm of missiles but don't want them to just get so lost.
Whiplash141  [автор] 23 авг. в 14:26 
idk if that is a mod or something, so I dont know if they behave like regular warheads. In any event though, you can set up a timer to trigger arbitrary actions at specific ranges from the target using its custom data and adding it to the missile group
Whiplash141  [автор] 6 авг. в 22:01 
No because nothing guarantees that when the program compiles that the other blocks on the missile are built. In fact it is very likely that the program will compile before several critical components are present making that an unreliable method.
Based_Stickman 6 авг. в 21:45 
could it be set to connect on wham initialization when its being built? So that it basically connects immediately if possible
Whiplash141  [автор] 6 авг. в 20:31 
the program has no way of knowing when all blocks are available. If you have a timer set up to build them, i'd set up the toggle there
Based_Stickman 6 авг. в 12:15 
Can we get an auto connect toggle for missiles so they they will auto refuel when they are built.... i know you can use the event controller but it barely works most times because Keen....
Whiplash141  [автор] 3 юли в 21:20 
The script itself will not turn off the connector, but you can add a timer to the missile that can be triggered on any stage of the missile to execute whatever custom logic you desire
Based_Stickman 3 юли в 19:48 
i have an event controller on the launch platform to auto connect to any new missile to fill them and it sometimes will reconnect with the missile as its launches, which is why i wanted to know if the script cant just turn off the connector