Space Engineers

Space Engineers

Launch Control Script
79 comentarios
Wickedcube 28 FEB 2022 a las 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 SEP 2021 a las 4:22 
this script not work for me
Agaisten 25 ENE 2021 a las 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 MAR 2020 a las 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 MAR 2020 a las 14:47 
It is fixed in the last update
Flatulent_Moth™ 17 MAR 2020 a las 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 ENE 2020 a las 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 ENE 2020 a las 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 ENE 2020 a las 12:02 
+1 on the missile problem ( assembly not detected)
Friendly Travel Agent 25 DIC 2019 a las 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 DIC 2019 a las 6:19 
Thank you so much lmao
Alysius  [autor] 23 DIC 2019 a las 4:50 
v4.1 is the latest now.
Alysius  [autor] 23 DIC 2019 a las 4:50 
@All Fixed.
Alysius  [autor] 22 DIC 2019 a las 21:12 
Oh damn.... didn't see this. other missile script is fixed though. for this need some time
commie._.tears 21 DIC 2019 a las 10:52 
Latest update broke it
Nirahiel 20 DIC 2019 a las 12:53 
Latest update broke it please fix
Cronyx 1 NOV 2019 a las 13:18 
Can this be set up to defend a base unattended? Like fire automatically at incoming threats if I'm offline?
Buscemi3 30 AGO 2019 a las 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 AGO 2019 a las 3:04 
nvm. i found the issue, the launch control script was interfering with the DDS swarm missiles
overwerk 24 AGO 2019 a las 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 ABR 2019 a las 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 FEB 2019 a las 19:43 
Still working?
The King of Piss World 31 OCT 2018 a las 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 a las 5:36 
Does this script arm the warheads of a missile you launch with it?
Alysius  [autor] 18 SEP 2018 a las 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 SEP 2018 a las 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 AGO 2018 a las 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 AGO 2018 a las 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 ABR 2018 a las 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 MAR 2018 a las 15:16 
@Alysius - Great script as well as the core script ;)
Wolfphoenix3d 15 FEB 2018 a las 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 ENE 2018 a las 11:18 
Can the strComputerTag name have spaces?
PharmacyLove 13 DIC 2017 a las 21:38 
Excellent, thanks! I think I have it working.
Alysius  [autor] 13 DIC 2017 a las 17:29 
@Pharmacy You need to update this script to latest. Latest copy will only trigger the PB and exclude timers.
PharmacyLove 13 DIC 2017 a las 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 SEP 2017 a las 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 JUL 2017 a las 10:29 
Ok, cool. Thanks.
commie._.tears 5 JUL 2017 a las 9:57 
Got it down. This script is fucking awesome
Alysius  [autor] 5 JUL 2017 a las 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 JUL 2017 a las 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 ENE 2017 a las 4:22 
Awesome!
Alysius  [autor] 22 ENE 2017 a las 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 ENE 2017 a las 19:08 
Lit. Thanks!
Alysius  [autor] 18 ENE 2017 a las 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 ENE 2017 a las 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 ENE 2017 a las 3:58 
@LastWilliam14 Dont worry, video is almost up soon. Have recorded it and in the midst of adding subtitles.
commie._.tears 27 DIC 2016 a las 8:38 
I would attempt to do this myself. I'd likely fail though xD
CheekyHusky 6 OCT 2016 a las 7:30 
ah fair enough :)
Alysius  [autor] 6 OCT 2016 a las 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 a las 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