Space Engineers

Space Engineers

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Whip's Turret AI Slaving Script
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25 apr 2016 om 0:39
11 okt 2024 om 11:02
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Whip's Turret AI Slaving Script

In 1 verzameling van Whiplash141
Whip's Scripts
22 items
Omschrijving
(Previously titled: "Whip's AI Rotor Turret Control Script")

Note
In the documentation below, "rotor" refers to both rotors and hinges! This is because the game considers hinges to be just fancy sideways rotors.


  Features
  • Slaves targeting of AI turrets, player-made rotor turrets, and rotor gimbals to other AI turrets.
  • Designators can be manually controlled to fire slaved turrets
  • Each turret group can be individually configured
  • Accurate target leading: slaved rocket turrets will actually hit their targets.
  • Turrets will avoid shooting through their own ship & subgrids.
  • Turrets will also avoid shooting through friendly ships with Turret Based Radar or this Turret Slaving script installed.



  Description
Howdy!

This script aims player made rotor or hinge based turrets at an AI turret's target. This script also allows you to slave control of other AI turrets to other AI turrets.

Now for some terminology:
  • Designator turret: An AI turret (vanilla or modded) that will be used to give targets to our custom turrets. They must have the word Designator added to their name.
  • Rotor turret: One rotor/hinge and one (or more) secondary rotors/hinges with weapons or tools on them slaved to one (or more) designator turrets (2DOF)
  • Rotor gimbal: One rotor/hinge with weapons or tools on it slaved to one (or more) designator turrets (1DOF)
  • Slaved AI group: One (or more) AI turrets slaved to one (or more) designator turrets

Additionally, you can manually control turret groups by manually controlling the designator.

You can have multiple turret groups controlled by this script simultaneously. You do not need a script for each custom turret group you wish to create.


  Script Setup
  1. Place this script in a programmable block.
  2. Setup rotor turret, rotor gimbal, and slaved AI turret groups (See below sections for more detail).
  3. You must run the script with the argument setup to process any new blocks, groups, or custom data changes!

You can heavily customize each turret's behavior in the custom data of the programmable block tha this script runs from (See "Custom Data" section below).


  Rotor Turret Group Setup
Required Steps
Create a block group with the following constraints:
  • Rotor turret groups must be named like the following: "Turret Group <TAG>" where <TAG> is a unique tag for your turret.
    Examples:
    • Turret Group 1
    • Turret Group Tomato
    • Turret Group iLikeTurtles420
  • Each turret group must have the following required blocks:
    • One base rotor/hinge. Each rotor turret only supports one base rotor/hinge. (Name does not mater)
    • One or more secondary rotors/hinges mounted sideways on top of the base rotor/hinge. (Names do not matter)
    • At least one weapon or tool atop each secondary rotor/hinge head (Names do not matter). Accepted blocks include:
      • Any fixed weapon
      • Cameras
      • Ship tools
      • Any light block
    • One or more AI turrets with the name tag "Designator". The type of the turret does not matter, but in survival, it must have ammo to work as a designator.
Optional Steps
  • Add any desired optional blocks to the group:
    • Timers: Can be configured to trigger on shoot or on targeting in the timer's custom data
    • Lights: Can be configured to blink or change color when turret is targeting or idle in the light's custom data
  • You can set rotor/hinge rest positions in the custom data of the rotors/hinges once the code has finished registering your turrets.

Examples



  Rotor Gimbal Group Setup
Required Steps
Create a block group with the following constraints:
  • Rotor gimbal groups must be named like the following: "Gimbal Group <TAG>" where <TAG> is a unique tag for your gimbal.
  • Each gimbal group must have the following required blocks:
    • A rotor/hinge. Each gimbal group only supports one rotor/hinge. (Name does not mater)
    • At least one weapon or tool atop the rotor/hinge head(Names do not matter). Accepted blocks include:
      • Any fixed weapon
      • Cameras
      • Ship tools
      • Any light block
    • One or more AI turrets with the name tag "Designator". The type of the turret does not matter, but in survival, it must have ammo to work as a designator.
Optional Steps
  • Add any desired optional blocks to the group:
    • Timers: Can be configured to trigger on shoot or on targeting in the timer's custom data
    • Lights: Can be configured to blink or change color when turret is targeting or idle in the light's custom data
  • You can set rotor/hinge rest positions in the custom data of the rotors/hinges once the code has finished registering your turrets.

Examples



  Slaved AI Turret Group Setup
Required Steps
Create a block group with the following constraints:
  • Slaved AI groups groups must be named like the following: "Slaved Group <TAG>" where <TAG> is a unique identifier for your slaved AI group.
  • Each slaved AI group must have the following required blocks:
    • One or more AI turrets with the name tag "Designator". The type of the turret does not matter, but in survival, it must have ammo to work as a designator.
    • One or more AI turrets without the name tag "Designator".
Optional Steps
  • Add any desired optional blocks to the group:
    • Timers: Can be configured to trigger on shoot or on targeting in the timer's custom data
    • Lights: Can be configured to blink or change color when turret is targeting or idle in the light's custom data

Example



  Custom Data Config
After your turret groups are all setup, you can customize the behavior of each one in the custom data of the programmable block.
  1. Open the custom data of the programmable block
  2. Edit the variables you desire
  3. Click "Ok"
The script will process the changes once you run the argument "setup".




  Author's Notes
I went through great pains to simplify the setup of this script to reduce confusion. The script is smarter now and will try to auto detect your turrets.

Also, Weapon Core guns/turrets do not appear as weapons to the in-game API, and I have no plans to write mod specific code to support them. You can use timers to fire them.

(Do not reupload without permission, not even to mod.io)

- Whiplash141
Populaire discussies Alles weergeven (3)
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2.487 opmerkingen
Whiplash141  [auteur] 4 aug om 7:47 
Possible? Yes. Sensible? No.
Based_Stickman 3 aug om 22:36 
Is it possible to have these be able to slave to a target given by ai block kind of like the way rdav did his missiles
Whiplash141  [auteur] 30 jul om 22:26 
"will they still shoot?"

Yes.

"i notice it seems u use interior turrets as designators"

I made a lot of the documentation and examples above years before when interior turrets had 800m range. It is just a regular (albeit subpar) turret now.

"detects enemies / allies"

For clarity, turrets only detect what they shoot at. If you want to detect allies, you should use a custom turret controller as a designator.

"can i use the custom turret as the designator"

As in a custom turret controller? Yes, that will work with this script.
Cpt.KrinkleFry 30 jul om 22:22 
if the designator cannot see the target but my slaved AI turrets can, will they still shoot?

i notice it seems u use interior turrets as designators, does the interior turrets range effect how it detects enemies / allies for the slaved turrets?

also does this stop ur turrets from shooting ur own ship or only ally ships?

i have a strange multi turret set up on top of my ship. (big grid) 1 assault cannon, 2 chain guns, 2 missile turrets, 1 custom turret. can i use the custom turret as the designator or would it be more viable to use an interior turret for each of my AI guns and for the custom
Whiplash141  [auteur] 26 jul om 22:04 
each turret group can share the same designator without issue, yes.

what issue are you having?
Slatex 24 jul om 11:05 
hey man nice script! sorry to bother but i cant find the answer, each rotor turret group need to have their own designator? im trying to make several customs turrets using 1 designator but i cant manage to make it work
Whiplash141  [auteur] 15 jul om 21:01 
Without any details I cant help you.
Cmdr. Chicken 15 jul om 17:39 
on this since literally 5h now its 4am i cant get a single turret to work...
Whiplash141  [auteur] 18 mei om 5:57 
no it will not
KAD65 7 mei om 23:19 
will this help ai turrets aiming leading and tracking without setting up a designator ?