Space Engineers

Space Engineers

Diamond Dome Defense Script
262 Comments
Spencer Feb 17 @ 2:21am 
Well I have always used small missiles but decided to try and make a big Torpedo to use with it. After a considerable amount of troubleshooting, I got the Torpedo to fire as intended but it doesn't seem to be able to seek its target worth a shit. It just spins and rotates in the vicinity of the target after initially flying towards its target.
Spencer Feb 2 @ 1:21pm 
Ya'll had me worried saying the script was broken! Just ran some test and she still works although I have just manually fired missiles. I have yet to test its auto fire.
BigEPapi Nov 24, 2023 @ 8:06am 
Well currently, I can not get it to work, followed the guide to a T and still won't control PDC turrets. Maybe another mod conflicting?
Kaito Nov 23, 2023 @ 5:05am 
Dead on Arrival? It arrived a long time ago and was pretty alive at the time.
BigEPapi Nov 22, 2023 @ 3:15pm 
this mod DOA?
FreezingPanzer Jul 19, 2023 @ 6:26pm 
i have a problem that the missile wont fire at targets beyond 800 meters range, in fact, there isn't even a target lock on the ProgramBlock interface area. i know about the custom configuration settings, but those doesnt seem to be working.
bsimp14 May 18, 2023 @ 9:06am 
Will camera pods work better than camera plains?
AysaMetric Mar 4, 2022 @ 4:20pm 
quick question, but is this going to be updated to work with the new turret controller blocks?
XEN Feb 27, 2022 @ 7:54am 
Got some demanding followers..

Great work dude
★➽AminoAcids➽★ Nov 19, 2021 @ 6:41pm 
It's been months wheres the WC support?
Based_Stickman Aug 12, 2021 @ 6:03pm 
is DDS still getting support?
BookBurner Aug 3, 2021 @ 11:42pm 
hello there, does this have weaponcore support?
overwerk Jun 2, 2021 @ 2:20am 
First, verify the ownership of all the blocks. Looks to me that the missiles fire fine but because they have a LOAL (lock on after launch) they don't seem to receive any targetting data. Make sure missiles have properly saved their config too since it may be a launch setup error
Surdon Jun 2, 2021 @ 12:26am 
I'm nearly tearing my hair out truing to get this script to work. Currently, the script is acquiring targets and firing missiles just fine, but the missiles just fire straight out and do not attempt to track. I have to assume this is some error on my part, as the Honorius seems to function just fine, but I've done everything, including covering my ship with extra raycast cameras to rule out loss of target lock. Can someone point me in the right direction?
Tactical Femboy May 24, 2021 @ 6:45pm 
I had it recompile then toggled it and it worked
Skunk May 24, 2021 @ 6:39pm 
Having the same problems as @Crack Joris. Weapons wont fire. So I loaded in the Spray N Pray -PVP Warship that Adaline made which has an earlier version of the scripr (v1.1) and this worked.
CHALLENGER May 18, 2021 @ 5:41am 
Can't wait for weaponcore support! Great script!
Kaito May 16, 2021 @ 2:04am 
It works fine. Just not with weaponcore.
Tactical Femboy May 16, 2021 @ 1:19am 
Does this still work? because my PDCs won't fire
Cyan Mar 20, 2021 @ 1:06pm 
Anyone know if PMW rocket launcher turrets only track correctly if using a missile turret as designator? I put a PMW rocket launcher on a ship with only gatling and interior turrets, and even shooting at a stationary target, the rockets missed by a margin depending on the launching ship's speed. I had a speed mod on so removed it to rule out that the missile speed wasn't being capped, and the problem persisted.
GodShake Mar 10, 2021 @ 8:44am 
is compatible with WeaponCore?
Bruno051 Mar 9, 2021 @ 7:06am 
@[B.A.C.M] jason_goodrich2001 can you send me a ship with a sprue detach type missile as an example
Bruno051 Feb 25, 2021 @ 1:40pm 
jason_goodrich2001 still doesnt detach idk why i have the gatling guns in a group called sprue, have DetachGroupName=Sprue in the missile pb yet it doesnt detach
[B.A.C.M] jason_goodrich2001 Feb 25, 2021 @ 11:00am 
@Frogmoes you have to have at least one designator with at least one ammo in it to work in survival.
[B.A.C.M] jason_goodrich2001 Feb 25, 2021 @ 10:56am 
@ChunkyWater it tells you how in the guide you can also make missiles fan out now too, oh also you could just use timing blocks and have each one activate the next missile with a timer on it and then have the first one be set off automatically or manually
[B.A.C.M] jason_goodrich2001 Feb 25, 2021 @ 10:51am 
Bruno051 you just group the spru as spru group it tells you how in the guide I use this for missiles that need to be loaded with some thing
Bruno051 Feb 24, 2021 @ 6:30am 
How do you set up sprue detach type?
Pecs Feb 16, 2021 @ 8:48pm 
What's the ETA til WC will be supported? I'm finding that other slaving scripts either don't support WC replacements or (in the case of Froid's script) are outright broken and spew errors at me and have weird bugs. Thanks! No rush.
Based_Stickman Feb 12, 2021 @ 6:18pm 
Is WC supported?
Femboi Feb 5, 2021 @ 2:23am 
Can't get hinges to work with it.
Audiacious Feb 2, 2021 @ 11:05pm 
Seems to not see its own grid anymore. In my testing the turrets obliterated each other tracking targets as well as the main ship
Zenith Dec 19, 2020 @ 6:05pm 
Does anyone know what determines the launch order of missiles? I'm trying to launch missile in a certain order.
Unl3ashed20 Nov 24, 2020 @ 1:45pm 
I did try everything but even manual fire doesn't work either
(13th WG) Vladimir Putin Nov 23, 2020 @ 9:41am 
yeah they seem to require DDS designators to fire automatically right now @unl3ashed20
Unl3ashed20 Nov 21, 2020 @ 5:41pm 
Got a little bit of a problem with the scrips. I use cameras to guide the missiles and when I tried it again now the missiles didn't want to launch or detach. When giving the fire command to the missiles PB they launched normally but not when using the DDS PB.
(13th WG) Vladimir Putin Nov 17, 2020 @ 9:03am 
can the script lock on targets beyond the range of the designator turrets using raycast? if it cant can that be a feature?
[IVG]Bastlwastl Oct 13, 2020 @ 7:10pm 
Nice Script but one question: How do you get your bullets to glow like in the sample videos? I can barely see mine because they are so thin and at around 100 meters away they are not even visible anymore. Loaded your blueprint of the honorius and same thing even with the clustered gatlings of your turrets. Already tried some mods from the workshop like glowing bullets and improved tracers but they only gave minimal more visibility.
Kevin Starwaster Oct 13, 2020 @ 7:05pm 
Are you going to update the Github source? It's a couple of months behind. Thanks!
Chuck Oct 10, 2020 @ 7:00pm 
When used with multiple DDS equipped ships, is max autofire range determined by the spotting ship, or by the firing ship? In other words, if you have a spotter drone feeding information, can the missile ship fire at beyond it's normal autofire ranges to actually do something with those target locks? Additionally, what is the max range that can be specified for MaxMissileLaunchDistance? Is there a cap?
Ace of Blades Oct 4, 2020 @ 7:48am 
If I'm using a mod that increases all the vanilla weapons' range to 4000m, do I need to add or modify a configuration in the azimuth rotor?
Kittamaru Sep 19, 2020 @ 11:38am 
Alysius, does this support WeaponCore as yet? Just curious - it doesn't seem to be recognizing any WC weapon I try, so I'm guessing not? Course, it's quite possible I'm just doing it wrong heh
Frogmoes Sep 6, 2020 @ 7:01pm 
Hello Guys first of all, thanks to Alysius for this impressive work!
Well, I must be noobing but my system is not tracking any target.
And when I fire it tells me that I have a failed launch.
Could you help me ?
(I didn't put any PDC or Designator, but my target is at 2.5 km)
Mork Sep 3, 2020 @ 11:37am 
It does work with modded designators. For extended range ive been using oki weapons pack has a designator turret with 10km range. I think there is or was an issue in multiplayer though where AI ranges over large distances didn't work.
RoyalWaffles Sep 1, 2020 @ 1:59pm 
Does it support modded designators?
Dvsmessiah Aug 19, 2020 @ 11:16pm 
will try again over the weekend this week....thanks in advance
Alysius  [author] Aug 19, 2020 @ 10:18pm 
Error thrown when no cameras. Issue fixed in latest v5.4.
Shawn_124 Aug 11, 2020 @ 8:07pm 
Second DVS, Script is throwing Errors :'(
Dvsmessiah Aug 11, 2020 @ 5:32pm 
is this script broken all it dose is give me a sandbox.error for my programmable block reguardless of what i do...
Alysius  [author] Aug 9, 2020 @ 1:34am 
@Apoko|ypze @Gambit @7M1LEY Indeed there is a bug in 5.0 where the Occlusion Checker is not loaded. i have fixed it and uploaded as 5.2.
Purity Aug 7, 2020 @ 10:57am 
How do I prevent my turrets from blowing each other apart?