Space Engineers

Space Engineers

TCES | Turret Controller Enhancement Script
 This topic has been pinned, so it's probably important
Whiplash141  [developer] Feb 14, 2022 @ 12:51pm
Help/Questions - TCES
This is the help and questions forum for the Turret Controller Enhancement Script.

If you are reporting a possible bug, please always provide:
  1. The version of the code
  2. A clear description of the issue
  3. When the issues occurs. Steps to reproduce it are incredibly helpful. Blueprints or worlds showcasing the issue are even more so
< >
Showing 1-15 of 172 comments
SnailorBob Feb 15, 2022 @ 6:40pm 
I'm trying to set up a tracking spotlight system for my rover, just a neat little thing to make tracking smaller objects and enemies easier at night. Can't seem to get it to work though. I followed the instructions listed and triple checked them, but the thing just doesn't target anything at all, not a sound. Doesn't even return to resting angle if i manually move it. The turret itself is literally just a block with a camera on the front and a spotlight strapped to the side, on top of a hinge on top of a rotor. The PB and CTC are on the same grid if that matters, and both give back no errors in the little info panel on the right of the settings. I have your radar script on board as well, so i don't know if that could be causing problems. Thanks for the scripts by the way, i'm loving playing with all the cool little readouts i can put in my cockpit.
Whiplash141  [developer] Feb 15, 2022 @ 6:53pm 
Originally posted by Xoltol:
I'm trying to set up a tracking spotlight system for my rover, just a neat little thing to make tracking smaller objects and enemies easier at night. Can't seem to get it to work though. I followed the instructions listed and triple checked them, but the thing just doesn't target anything at all, not a sound. Doesn't even return to resting angle if i manually move it. The turret itself is literally just a block with a camera on the front and a spotlight strapped to the side, on top of a hinge on top of a rotor. The PB and CTC are on the same grid if that matters, and both give back no errors in the little info panel on the right of the settings. I have your radar script on board as well, so i don't know if that could be causing problems. Thanks for the scripts by the way, i'm loving playing with all the cool little readouts i can put in my cockpit.
Several questions for you:
  1. What code version?
  2. Have you run "setup" after making your changes?
  3. Have you configured any rest angles in the rotor custom data?
  4. The azimuth and elevation rotors are tagged correctly and grouped in a TCES group?
  5. Did you enable AI on the CTC block itself?
  6. You can still manually move the turret if you control the CTC?
SnailorBob Feb 15, 2022 @ 7:01pm 
Well i feel extra goofy. Turns out I made the bold assumption that AI is automatically on, and i completely missed that toggle. Thanks for the insanely quick response, love your work.
Torchetti Feb 15, 2022 @ 7:33pm 
This script is amazing but I'm running into a problem. I have a turret with 2 assault cannons and 2 elevation hinges. Whenever I fire the cannons and stop controlling the turret, the second assault cannon which is being controlled through the script has shoot toggled on.
Whiplash141  [developer] Feb 15, 2022 @ 8:01pm 
Originally posted by TheBigGuns69:
This script is amazing but I'm running into a problem. I have a turret with 2 assault cannons and 2 elevation hinges. Whenever I fire the cannons and stop controlling the turret, the second assault cannon which is being controlled through the script has shoot toggled on.
Ahhh good catch! I'll throw a fix in for that soon!
Whiplash141  [developer] Feb 15, 2022 @ 10:16pm 
Originally posted by TheBigGuns69:
This script is amazing but I'm running into a problem. I have a turret with 2 assault cannons and 2 elevation hinges. Whenever I fire the cannons and stop controlling the turret, the second assault cannon which is being controlled through the script has shoot toggled on.
Ok, should be fixed as of v1.2.4 :)
oOAlastorOo Feb 16, 2022 @ 5:09am 
Not a Problem, but decided to note here...
If you take Feature Requests, an LCD output of Turret Status would be nice, be it just telling if that thing is online or more like shooting or being damaged.

I know thre could be other Scripts used for it, but besides the Fact that your outputs always look way better, it would be nice for builds to keep the amount of scripts low or save the hassle for the user ;)
Staz Feb 16, 2022 @ 1:59pm 
Hey, i've been trying to make a dual autocannon turret with the script, and i ran into a big issue.
The script doesn't assign the autocannons correctly as weapons despite all the rest of the turret working perfectly. Assigning them manually as guns on the turret controller works but only for a few seconds.
i'm using 1.2.5.

Update : This seems to happen sometimes when a weapon (I've seen this happen with miniguns too) is connected on the back directly to a hinge. (Where there is no "door" on the weapon to connect to conveyors.) This also causes the camera's hinge to be frozen in place.
Last edited by Staz; Feb 16, 2022 @ 2:27pm
Whiplash141  [developer] Feb 16, 2022 @ 2:40pm 
Originally posted by Staz Charlie Blood:
Hey, i've been trying to make a dual autocannon turret with the script, and i ran into a big issue.
The script doesn't assign the autocannons correctly as weapons despite all the rest of the turret working perfectly. Assigning them manually as guns on the turret controller works but only for a few seconds.
i'm using 1.2.5.

Update : This seems to happen sometimes when a weapon (I've seen this happen with miniguns too) is connected on the back directly to a hinge. (Where there is no "door" on the weapon to connect to conveyors.) This also causes the camera's hinge to be frozen in place.
Can you provide me a blueprint of the turret so I can troubleshoot?
Staz Feb 16, 2022 @ 3:22pm 
Here is the blueprint.
https://steamcommunity.com/sharedfiles/filedetails/?id=2755744902
Thanks a lot for your help!
Der Mattologe Feb 16, 2022 @ 3:32pm 
Hi.
Is "Azumuth" the right description in your minimum description?

--At least one rotor with name tag "Azumuth" OR one rotor with name tag "Elevation".--
Whiplash141  [developer] Feb 16, 2022 @ 3:32pm 
Originally posted by Mattheus:
Hi.
Is "Azumuth" the right description in your minimum description?

--At least one rotor with name tag "Azumuth" OR one rotor with name tag "Elevation".--
Gahhh good catch, fixed!
Last edited by Whiplash141; Feb 16, 2022 @ 3:33pm
Abyzmi Feb 17, 2022 @ 8:23pm 
Question:

The reset feature is really nice.
Does it begin counting down to reset AFTER combat or does it start the countdown as soon as the turret moves from the rest position?

Thanks!
Whiplash141  [developer] Feb 18, 2022 @ 4:44am 
Originally posted by Abyzmi:
Question:

The reset feature is really nice.
Does it begin counting down to reset AFTER combat or does it start the countdown as soon as the turret moves from the rest position?

Thanks!
After the CTC it's no longer under manual control or no longer has a target. It will not go to rest angles whole actively engaging.
Eternal Colossus Feb 19, 2022 @ 2:45am 
Originally posted by Staz Charlie Blood:
Hey, i've been trying to make a dual autocannon turret with the script, and i ran into a big issue.
The script doesn't assign the autocannons correctly as weapons despite all the rest of the turret working perfectly. Assigning them manually as guns on the turret controller works but only for a few seconds.
i'm using 1.2.5.

Update : This seems to happen sometimes when a weapon (I've seen this happen with miniguns too) is connected on the back directly to a hinge. (Where there is no "door" on the weapon to connect to conveyors.) This also causes the camera's hinge to be frozen in place.

I've encountered a problem similar to the one Staz mentioned. I'm making a small battle droid that uses the custom turret block as a functioning AI for the droid (long story how it works but it does). The original version functions decently well with 2 turret control blocks (one to lift each arm) and I was hoping to use this script to save space and make some features more consistent.

However, the two weapons (warfare gatling guns) do not auto-add themselves to the turret control block even though they are in the same group and the script recognizes that there are two weapons in the group. It will also not allow me to add those weapons to the turret control block by hand. Since the droid does not have a camera, those weapons are its only way to choose direction and so without them the turret control block does not control anything and gives the usual error stating lack of weapons.

I've posted both the original version and the new scripted version of my droid to the workshop as unlisted for you to check out to see if you can spot what might be happening.

Version: 1.2.5

Test Version with the Turret Script - https://steamcommunity.com/sharedfiles/filedetails/?id=2758090177

Original version that uses two Turret Control blocks - https://steamcommunity.com/sharedfiles/filedetails/?id=2758092821
Last edited by Eternal Colossus; Feb 19, 2022 @ 2:50am
< >
Showing 1-15 of 172 comments
Per page: 1530 50