Space Engineers

Space Engineers

Launch Control Script
79 Comments
Wickedcube Feb 28, 2022 @ 4:34am 
I have everything setup and for some reason my missiles will not lock onto targets. no warnings or anything like it. all it does is shoot forward and spin
FuturisticHead Sep 25, 2021 @ 4:22am 
this script not work for me
Agaisten Jan 25, 2021 @ 6:19pm 
Is there a way I can fire all missiles at once with a one second delay per fired missile? I guess a timer block would work but how should i loop it? This mode would be nice for a missile frigate.
Flying Lemming Soup Mar 26, 2020 @ 12:23pm 
I've ALMOST got my missile system working the way I want... but I've got a couple issues. For one, whenever I hit the 'run' command, only one specific missile will fire, and I can't seem to fire any more. If I tell each missile's computer to fire, the missiles fly without a hitch. Right now, I have four missiles and the fire control computer has this setup:

strComputerTag=TorpedoComputer1
strComputerTag=TorpedoComputer2
etc.

I WANT the launch computer to fire one missile with each key press, in a very specific order. Firing the missiles out of order would be... bad. So how do I pull this off?
Flatulent_Moth™ Mar 23, 2020 @ 2:47pm 
It is fixed in the last update
Flatulent_Moth™ Mar 17, 2020 @ 3:41pm 
I would just like to say that after the recent update/patch (I don't know which), the launch script now returns the error

"Caught Exception during execution of script: Object Reference not set to an instance of an object."

This came from two vehicles that both worked before this update. It is also worth mentioning that the missiles still work.
Nyx Jan 26, 2020 @ 1:15pm 
I appear to have fixed it by updating all the scripts (both the launch script and the guidance script) to the latest version by using the copy from workshop option in the programmable block
Nyx Jan 26, 2020 @ 12:28pm 
I'm also receiving assembly not detected. I ensured the launch control script was referring to the correct guidance block, no dice. Attempting to run the missile guidance code manually resulted in the same error.
Dominator1559 Jan 24, 2020 @ 12:02pm 
+1 on the missile problem ( assembly not detected)
Friendly Travel Agent Dec 25, 2019 @ 5:31pm 
So, I just used the launch control script, and something went wrong, and I hope you can help me. My set up for the launch control script, with the mode 2 lidar missiles has worked well in the past (~1-2 months ago), but as of now, whenever I activate the programmable block with the launch script, or if I activate the missile lidar script directly, the programs will read "Assembly not detected, please recompile script." The missile will not detach from the merge blocks, nor make any attempt to move. If you know how to fix this, I would like to know how as well. Thank you so much.
commie._.tears Dec 23, 2019 @ 6:19am 
Thank you so much lmao
Alysius  [author] Dec 23, 2019 @ 4:50am 
v4.1 is the latest now.
Alysius  [author] Dec 23, 2019 @ 4:50am 
@All Fixed.
Alysius  [author] Dec 22, 2019 @ 9:12pm 
Oh damn.... didn't see this. other missile script is fixed though. for this need some time
commie._.tears Dec 21, 2019 @ 10:52am 
Latest update broke it
Nirahiel Dec 20, 2019 @ 12:53pm 
Latest update broke it please fix
Cronyx Nov 1, 2019 @ 1:18pm 
Can this be set up to defend a base unattended? Like fire automatically at incoming threats if I'm offline?
Buscemi3 Aug 30, 2019 @ 4:28pm 
Im having an issue with the script. After I set everything up, the missiles 'run' their own scrips without me running the launch control PB. Any advice?
overwerk Aug 25, 2019 @ 3:04am 
nvm. i found the issue, the launch control script was interfering with the DDS swarm missiles
overwerk Aug 24, 2019 @ 2:08pm 
i'm having random issues with this script. sometimes, the launch computer does not launch any missiles. i have 2 ships that have this issue, one that never worked (and has its launchers on rotating mounts) and one worked 2 days ago but stoped working now. it is an issue not linked to the update as the first ship was built and tested before.
WardenWolf Apr 27, 2019 @ 5:12pm 
The only thing I wish is that you could pass different STRComputerTag's via the run argument to enable you to control multiple missiles from one programmable block. That way you could simply run the same block with different arguments to fire different missiles.
MagnusEffect Feb 24, 2019 @ 7:43pm 
Still working?
The King of Piss World Oct 31, 2018 @ 2:01pm 
The update to programmable blocks has broken my timer block slugs, as they are not programmable blocks and do not get triggered by the script.

Could you add a timer block option?
LettuceSupreme (Nitron X) Oct 11, 2018 @ 5:36am 
Does this script arm the warheads of a missile you launch with it?
Alysius  [author] Sep 18, 2018 @ 4:55am 
Script switches off the closest merge block to detach itself for launch. If vanilla or ur mod allows that then the script doesnt matter about this setup (e.g. if u manually turn of the closest merge block from ur PB, and the missile detaches properly, then script can work with ur setup).
The Creacher Sep 16, 2018 @ 2:01pm 
Is it possible to launch a missile that is connected with more than one merge block? For example, I wish to make a pylon capable of holding multiple missiles (attached via merge blocks). The pylons would attach to the craft via a merge block of its own (this way I can quickly swap different kinds of pylons and ordinance).

But when attempting to do this I was hoping the "strDetachConnectorTag" being set to the missiles merge block tag might do the trick, but this doesn't appear to be the case. Is that variable limited to JUST connector blocks?
Alysius  [author] Aug 3, 2018 @ 10:03pm 
For this remote launch, you wil need to write a separate script to receive command and trigger this script for launch. Its not that straight forward though. Below is the guide:

https://forum.keenswh.com/threads/programmable-block-inter-grid-communication-guide.7392031/
InfoDeath Aug 3, 2018 @ 1:22pm 
Hi there, I'm entirely new to scripts, and I'm trying to figure out how to use the inter-grid communications to launch missiles built using the Automated Shipyards mod, which are not connected by any kind of merge/connector. Are there any decent guides for doing this?
scrungler prime Apr 23, 2018 @ 10:30am 
How could I use this to launch missiles in offset or normal targeting mode without having to access the custom data? Would I need two Launch Control Programmable blocks, one set to launch in offset and one for regular?
funhans Mar 3, 2018 @ 3:16pm 
@Alysius - Great script as well as the core script ;)
Wolfphoenix3d Feb 15, 2018 @ 2:28am 
Is this script suppose to trip Timer blocks? because Its not really working. I'm still having to Manually Arm warheads before firing. I set my warheads to arm with Timers as a safety measure to avoid blowing myself up.
Enigmus Jan 26, 2018 @ 11:18am 
Can the strComputerTag name have spaces?
PharmacyLove Dec 13, 2017 @ 9:38pm 
Excellent, thanks! I think I have it working.
Alysius  [author] Dec 13, 2017 @ 5:29pm 
@Pharmacy You need to update this script to latest. Latest copy will only trigger the PB and exclude timers.
PharmacyLove Dec 13, 2017 @ 3:30pm 
Seeing as missiles no longer need looping timer blocks, does that affect the set up and use of this script at all?
RangeRunner Sep 23, 2017 @ 8:51am 
So i made a missile artilary truck, it hase a set of 6 missiles, 2 missiles in the front then 2behind then 2 behind them and so on, so i need a pefic launch order so the back will never launch befor the ones in front of them launch, is it possible to set the launchSelectionType To be Closes or ferthest to a spicific block? Like a remot control that is not controled
scrungler prime Jul 5, 2017 @ 10:29am 
Ok, cool. Thanks.
commie._.tears Jul 5, 2017 @ 9:57am 
Got it down. This script is fucking awesome
Alysius  [author] Jul 5, 2017 @ 9:28am 
@SkyPyro It launches one missile at a time. You can pass "Run" arguments while triggering this script, which will result in this script passing wholesale the arguments to the missile. This way, you can have multiple buttons triggering this script with different arguments like Mode 0, Mode 5 etc...
scrungler prime Jul 5, 2017 @ 7:50am 
Could this script be used to launch multiple missiles while still setting launch modes, or does it select from names starting with the set name?
commie._.tears Jan 22, 2017 @ 4:22am 
Awesome!
Alysius  [author] Jan 22, 2017 @ 12:32am 
@LastWilliam Gotta make some changes to the script to prepare for the new intergrid comms in DEV, so videos will take a while longer to release, as i have to include in the new features.
commie._.tears Jan 18, 2017 @ 7:08pm 
Lit. Thanks!
Alysius  [author] Jan 18, 2017 @ 6:24pm 
@LastWilliam Terribly sorry, I have created the video cuts but have placed them together due to time constraints. Planning to release during weekends, together with a new Strix Missile Script concept.
Stevros1903 Jan 17, 2017 @ 3:43pm 
This looks amazing still learning how it all works for my purposes glad to hear video is on the way too.
Alysius  [author] Jan 4, 2017 @ 3:58am 
@LastWilliam14 Dont worry, video is almost up soon. Have recorded it and in the midst of adding subtitles.
commie._.tears Dec 27, 2016 @ 8:38am 
I would attempt to do this myself. I'd likely fail though xD
CheekyHusky Oct 6, 2016 @ 7:30am 
ah fair enough :)
Alysius  [author] Oct 6, 2016 @ 4:43am 
@Syntax95 Detachment failed, whole ship is interpreted as a missile. Its more to do with the radar homing script instead of this 1
CheekyHusky Oct 6, 2016 @ 2:43am 
in dev build this script made my ships go straight down into the ground. yes the remote is the right way round :P