Space Engineers

Space Engineers

Launch Control Script
79 comentarii
Wickedcube 28 febr. 2022 la 4:34 
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 25 sept. 2021 la 4:22 
this script not work for me
Agaisten 25 ian. 2021 la 18:19 
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 26 mart. 2020 la 12:23 
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™ 23 mart. 2020 la 14:47 
It is fixed in the last update
Flatulent_Moth™ 17 mart. 2020 la 15:41 
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 26 ian. 2020 la 13:15 
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 26 ian. 2020 la 12:28 
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 24 ian. 2020 la 12:02 
+1 on the missile problem ( assembly not detected)
Friendly Travel Agent 25 dec. 2019 la 17:31 
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 23 dec. 2019 la 6:19 
Thank you so much lmao
Alysius  [autor] 23 dec. 2019 la 4:50 
v4.1 is the latest now.
Alysius  [autor] 23 dec. 2019 la 4:50 
@All Fixed.
Alysius  [autor] 22 dec. 2019 la 21:12 
Oh damn.... didn't see this. other missile script is fixed though. for this need some time
commie._.tears 21 dec. 2019 la 10:52 
Latest update broke it
Nirahiel 20 dec. 2019 la 12:53 
Latest update broke it please fix
Cronyx 1 nov. 2019 la 13:18 
Can this be set up to defend a base unattended? Like fire automatically at incoming threats if I'm offline?
Buscemi3 30 aug. 2019 la 16:28 
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 25 aug. 2019 la 3:04 
nvm. i found the issue, the launch control script was interfering with the DDS swarm missiles
overwerk 24 aug. 2019 la 14:08 
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 27 apr. 2019 la 17:12 
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 24 febr. 2019 la 19:43 
Still working?
The King of Piss World 31 oct. 2018 la 14:01 
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) 11 oct. 2018 la 5:36 
Does this script arm the warheads of a missile you launch with it?
Alysius  [autor] 18 sept. 2018 la 4:55 
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 16 sept. 2018 la 14:01 
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  [autor] 3 aug. 2018 la 22:03 
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 3 aug. 2018 la 13:22 
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 23 apr. 2018 la 10:30 
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 3 mart. 2018 la 15:16 
@Alysius - Great script as well as the core script ;)
Wolfphoenix3d 15 febr. 2018 la 2:28 
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 26 ian. 2018 la 11:18 
Can the strComputerTag name have spaces?
PharmacyLove 13 dec. 2017 la 21:38 
Excellent, thanks! I think I have it working.
Alysius  [autor] 13 dec. 2017 la 17:29 
@Pharmacy You need to update this script to latest. Latest copy will only trigger the PB and exclude timers.
PharmacyLove 13 dec. 2017 la 15:30 
Seeing as missiles no longer need looping timer blocks, does that affect the set up and use of this script at all?
RangeRunner 23 sept. 2017 la 8:51 
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 5 iul. 2017 la 10:29 
Ok, cool. Thanks.
commie._.tears 5 iul. 2017 la 9:57 
Got it down. This script is fucking awesome
Alysius  [autor] 5 iul. 2017 la 9:28 
@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 5 iul. 2017 la 7:50 
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 22 ian. 2017 la 4:22 
Awesome!
Alysius  [autor] 22 ian. 2017 la 0:32 
@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 18 ian. 2017 la 19:08 
Lit. Thanks!
Alysius  [autor] 18 ian. 2017 la 18:24 
@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 17 ian. 2017 la 15:43 
This looks amazing still learning how it all works for my purposes glad to hear video is on the way too.
Alysius  [autor] 4 ian. 2017 la 3:58 
@LastWilliam14 Dont worry, video is almost up soon. Have recorded it and in the midst of adding subtitles.
commie._.tears 27 dec. 2016 la 8:38 
I would attempt to do this myself. I'd likely fail though xD
CheekyHusky 6 oct. 2016 la 7:30 
ah fair enough :)
Alysius  [autor] 6 oct. 2016 la 4:43 
@Syntax95 Detachment failed, whole ship is interpreted as a missile. Its more to do with the radar homing script instead of this 1
CheekyHusky 6 oct. 2016 la 2:43 
in dev build this script made my ships go straight down into the ground. yes the remote is the right way round :P