Space Engineers

Space Engineers

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Setting up Launcher
By Xardkort
  • Missile control.
  • Multitargeting.
  • Projectile/obstacle avoidance.
  • Anti-kiting protection.
  • Graphical interface.
  • Data reception from Core and Swarm.
   
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Important
  • Will not work without "Core"
  • Support for side thrusters, raycast and turrets will be added later
  • Do not leave the sensor area when compiling/running with an argument
  • Do not use cockpits/seats while compiling
  • Do not place anything in the custom data of programmable blocks
  • Group names are not case sensitive and can be supplemented with prefixes and suffixes
  • If there is an enemy player in the sensor's area, the interface will be blocked
  • If the enemy starts hacking the programmable block, self-destruction will start
Setting
If something goes wrong, the script will report it in Echo/on the PB screen/in the error list in the interface.
Launcher:
  1. Set up "Core".
  2. Create a group with the Launcher tag in its name.
  3. Add the following blocks to it:
    • programmable block
    • LCD panel (interface will be displayed on the PB screen if the LCD is missing/destroyed in battle)
    Optional:
    • projectors (with missile blueprints or with a full projection of the ship)
    • welders (for welding new rockets)
  4. Paste the script into a programmable block added to the Launcher group and click "recompile".
Rocket/torpedo:
  1. Create a group with the tag Missile or Torp and any unique id in the name (for example: Missile 1 or Torp 1).
  2. Add the following blocks to it:
    • RC block/cockpit (block forward = missile forward)
    • merge block
    • thrusters (side ones not supported)
    • gyros
    • batteries
    • warheads
Arguments
Argument
Description
w, s, a, d or up, down, left, right
menu navigation
fire
launch a missile. 1 click = 1 missile. Works only if there are enemies. To launch missiles when there are no enemies, use the Launch section of the interface.
tag
set tag for data exchange via antennas
Interface
Errors list
If something doesn't work or you see a red square in the upper left corner. Select the topmost interface element and quickly double-click up (w). If the script has detected problems, a list of errors/warnings will open.
Info – information about missiles
Torpedo 0 – names of missiles/torpedoes.
Defence – current missiles state, TakeOff, Defence - flies near the grid with a script waiting for targets, Attack - flies to the selected target, Haunt - the state will activate if the target kites the missile (moves rapidly away from it). The missile will stay 1500 meters from the target, evade incoming projectiles, forcing the target to waste ammo and wait for an opportunity to return to "Attack".






Launch – запуск ракет
Count – the number of rockets you are going to launch.
In dock – missiles in the dock.
In flight – missiles in flight.












Setup/General – general settings
Flight dist – the distance beyond which the rocket is prohibited from flying away from the grid with the script.
Speed limit – speed limit in the world.
Scan grid – grids scanning, runs on all PBs that are connected to this PB, deletes destroyed/searches new blocks, Swarm/Core/Launcher scripts. Doesn't add new functionality (for example, if you add welders to the grid, then after "Scan grid" the printing of missiles will not start, you need to recompile the script).




Setup/Broadcast – data exchange via antennas
Obstacle position data only.
Transceiver – receive/transmit data.
Radius – antenna range (do not set small values ​​as antennas search for each other once every 10 seconds).
Tag – tag (password) for secure data exchange.
Receivers – number of receivers receiving your data.
Transmitters – number of transmitters sending data to you.