Space Engineers

Space Engineers

Whip's Weapon Salvo Script
465 Comments
Kara Vaki Apr 20 @ 9:16pm 
Holy shit, I just set the custom data for the railguns to be 8 RPS and it went YEET
Kara Vaki Apr 20 @ 7:10pm 
neat!
Whiplash141  [author] Apr 20 @ 5:58pm 
You can certainly change the rate of fire to something faster via arguments or custom data. I personally do a 6 shot burst at 360 RPM for my cruiser
Kara Vaki Apr 20 @ 5:24pm 
I do wonder tho if I could make it fire in a rapid pulse of 8 shots per second.
Kara Vaki Apr 20 @ 5:21pm 
That I have very much noticed since one of my capital ships has a total of 24 railguns, with 8 being in the bow and the rest as twinrail turrets. all of them being large grid btw.
Whiplash141  [author] Apr 20 @ 11:39am 
Lol that tracks. The default ROF that the script computes is what is needed for a "continuous" firing. It just so happens that large grid railguns take around 60 seconds between shots (20 for small grid railguns), so unless you have a bunch, there will be several seconds between shots.
Kara Vaki Apr 20 @ 11:36am 
Nevermind I figured it out, the rate of fire is just SLOW AS MOLASSES XD
Kara Vaki Apr 20 @ 11:04am 
I'm using the latest version
Whiplash141  [author] Apr 20 @ 12:41am 
What version are you running? The most recent version should work fine with vanilla railguns with default settings,
Kara Vaki Apr 19 @ 9:35pm 
Safe to say it seems like I need to set up a few things for it to get a proper salvo going instead of it sputtering.
Kara Vaki Apr 19 @ 9:25pm 
As in when I pull the trigger by holding mouse 1, I have a ship that has a total of 8 railguns on the bow and when I hold down mouse 1 o fire them in sequence they kinda just, turn off way too fast to fire the full salvo.
Whiplash141  [author] Apr 19 @ 9:04pm 
"from the toolbar" meaning toggle fire?
Kara Vaki Apr 19 @ 6:19pm 
If I may ask, how does one get Railguns to fire in a salvo from the toolbar? cause when I tried it with it's base settings it did not seem to work.
McCloud Jr Apr 13 @ 6:41pm 
Just throwing this out there but this works great with Vanilla+ Framework and the Star Wars Weapon Pack (Vanilla+)

I've had zero issues
butcherbrood2 Apr 13 @ 4:01pm 
@Whiplash141
Dang... guess i have to do it all manually then
Whiplash141  [author] Apr 13 @ 3:56pm 
That is correct. Weapon core is not compatible with the regular script API sadly
butcherbrood2 Apr 13 @ 3:20pm 
@Whiplash141
I believe so, is weaponcore not compatible?
Whiplash141  [author] Apr 13 @ 11:16am 
Are those weapons modded weapon core guns?
butcherbrood2 Apr 11 @ 1:45pm 
@Whiplash141
it says 'Salvo group 1'
-ERROR: no weapons in group
it seems that the missiles i am trying to use aren't registering as weapon blocks.
WardenWolf Apr 10 @ 6:35pm 
Ah, makes sense.
Whiplash141  [author] Apr 10 @ 12:19am 
"it actually does work with custom turret controllers if you just salvo the weapons on the controller, even though your notes say otherwise"

Salvo definitely works with CTCs that don't have extra rotors.

The issues come when you have a salvo group on a CTC that has a extra rotor setup controlled by TCES. Because of the limitations of the script API, I can't determine when the CTC is shooting, only when the individual weapons are being fired. I only give the CTC direct control over the weapons on the main rotors because, otherwise, the CTC could select a weapon on a different rotor as an aiming reference. What this means though is that the CTC only sends fire commands to a subset of your weapons. TCES tries to mirror the firing state of the weapons controlled by the CTC to the weapons on your extra rotors, but this means that the salvo script will not *see* that you have stopped firing until the script cycles to a weapon controlled by the CTC.
WardenWolf Apr 9 @ 6:50pm 
@Whiplash141, it actually does work with custom turret controllers if you just salvo the weapons on the controller, even though your notes say otherwise. I built one recently with 16 small railguns just to test, and it worked flawlessly during a meteor storm, scoring 3 hits in one firing sequence. Absolutely flawless, this and the other times it's fired.
WardenWolf Apr 9 @ 12:43pm 
@butcherbrood2, capitalization matters for a lot of things like this. Make sure it's exactly the same everywhere.
Whiplash141  [author] Apr 8 @ 9:02am 
that doesnt sound like the script is even running. What does the the script display in terminal? Any errors?
butcherbrood2 Apr 8 @ 5:31am 
@Whiplash141 it fires all weapons at the same time; I have done the same thing with other turrets and it fires in bursts of 1, but it fires all weapons at the same time when I only want to fire one weapon when i press left click.
Whiplash141  [author] Apr 7 @ 9:51pm 
@butcherbrood2:

How many shots does it fire? One from each weapon in your salvo group in sequence? All at once? How many weapons are in the group and does the script see the right number of them?
butcherbrood2 Apr 7 @ 2:21pm 
how can i fire a single missile (mod weapon not subgrid) with this? the argument is ["salvo group 3" --burst 1] but it fires all missiles. can someone help?
WardenWolf Feb 10 @ 10:54pm 
Oh, one thing you might want to add to your description: this works with custom turrets, too. I just tested a railgun turret with SALVO. It worked flawlessly. It fired individual shots instead of the whole thing all at once.
Whiplash141  [author] Feb 8 @ 12:19pm 
You can absolutely fire both groups simultaneously with the mouse. I do it all the time. You do not need to trigger them with a timer.

Also, even if you did want to manually trigger them, you still don't need a timer. You can create a (non salvo) group that contains both of your salvo groups and fire them using that container group.

My Weapons Group
-- Salvo Group 1
-- Salvo Group 2

My Weapons Group -> shoot once, etc.
WardenWolf Feb 7 @ 7:10am 
Because then you have to trigger them separately and they won't have the same timing. I mean, you could do two groups and trigger them with Shoot on a timer block, but not quite the same as holding down the mouse button and shooting.
Whiplash141  [author] Feb 7 @ 12:45am 
What is wrong with two salvo groups? Provided they have the same number if weapons, they should remain in sync
WardenWolf Feb 6 @ 3:35pm 
Darn. Was hoping you could do something like 1-1 and 1-2 or 1:0 and 1:1 to group weapons within a salvo.
Whiplash141  [author] Feb 6 @ 1:09am 
Just have two separate salvo groups in that instance
WardenWolf Feb 5 @ 8:23pm 
Is it possible to have sets of weapons within the group? Like 2 and 4 fire at the same time, then 1 and 2 at the same time?
Whiplash141  [author] Jan 24 @ 7:53pm 
alphabetically, if you have twin digits, prefix that single digit numbers with a 0: 01 02 03 etc.
Cap Arcona Jan 24 @ 6:45pm 
Also, how does it determine firing order? It seems like it goes in the order that the blocks are listed in the control panel. This is a little bothersome because the control panel orders weapons categorically (ie, 1,10-19, 2, 20-29, 3, 30-39, etc). Having them fire in a specific order can reduce odd yaw and pitch moments for lower-mass ships that have an absurd number of guns.
Cap Arcona Jan 24 @ 6:25pm 
I've figured out a lot of stuff, but is it possible to set burst limits to mouse-click firing? I know how to pass the argument via timer block but... yeah.
Whiplash141  [author] Jan 20 @ 9:00am 
yes, it should
CDClone Jan 18 @ 6:19pm 
could this work in combination with the turret controller? aka have home made turrets act automaticly like normal, but firering in salvo ?
Fake Jan 17 @ 7:28pm 
Thank you for the response
Whiplash141  [author] Jan 17 @ 5:34pm 
yes, it should
Fake Jan 17 @ 5:32pm 
Does this work with the weapons used on a CUSTOM made turret since theyre made with static weapons anyways?
ticklemyiguana Jan 12 @ 11:42am 
Hey! I just wanted to share my appreciation for your work on these scripts. I've used several in recent builds and they even greatly improved quality of life as well as helped output some significant damage. Here's me sharing my most recent.

https://www.reddit.com/r/spaceengineers/s/j4roCahnzB

Thanks again!
miniccaveman2k2 Oct 13, 2024 @ 7:35am 
what does the "Burst Count" part actually do? does it mean I can set actual firing bursts? such as 2rnd, 3rnd etc?
Whiplash141  [author] Sep 11, 2024 @ 10:07am 
No, but you can chain calls by triggering a timer that runs multiple separate arguments in its actions
Strong Hoov ✅ Sep 11, 2024 @ 1:28am 
Ah! Funny how some of the others dosen't require the ( -- ) part...
Also Whip if you wouldn't mind. Could I requsest an addition for your script?

I have this "Big ol fuck off" custom naval cannon design. that uses multible small grids cannons as it's main firepower. Could you add in a custom option to be able to group up those groupss as a "Single fire" unit? So i can use as the main fire.
(Basicly. I wanna be able to Group up X amounts of guns
"Say 18 cannons into as 1 Single group unit"
And then be able to use said groups of those together as a "Salvo Group" type)

Example:/ 12 cannons together as 1 "CustomTag" group // CustomNameTags=Cannon 1 2 and 3//
"Salvo Group Cannon 1+Cannon 2+Cannon 3 --burst 3"
Whiplash141  [author] Sep 2, 2024 @ 9:37am 
It is 100% necessary. The arguments require the format shown above in the table.
Strong Hoov ✅ Sep 2, 2024 @ 9:18am 
didn't think the -- was nessercy since i didn't require it with RPM/ RPS
Whiplash141  [author] Sep 2, 2024 @ 9:17am 
you aren't typing the -- like I did and like the instructions above show
Strong Hoov ✅ Sep 2, 2024 @ 7:37am 
Ya! That's what I thought. BUT.
The script dosen't wanna do any burst fire of (insert number) of shots... It's just fires normally.

example/ Salvo Group Cannons burst 4