Space Engineers

Space Engineers

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LiDAR Platform with Cameras [Vanilla]
   
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Type: Blueprint
File Size
Posted
Updated
5.482 MB
6 Dec, 2019 @ 11:42am
6 Jan, 2022 @ 1:32pm
6 Change Notes ( view )

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LiDAR Platform with Cameras [Vanilla]

Description
Hello! This blueprint may serve as a base example for my LiDAR Mapping Script and LiDAR Guided Missile Script. This version contains no mods, however if you wish to use it in survival you'll first need to create a blueprint for the missiles and add them separately. It comes equipped with eight Ion missiles configured to fire in sequence and an arsenal of cameras to update the map with. Below are the toolbar actions.

The modded sensor version can be found here

Toolbar 1:
1 = Run with "Select Target"
2 = Run with "Launch"
3 = Target Camera view mode
4 = Run with "Manual Target" - adds the target in front of the crosshairs to the map, assuming they are in scan range
5 = Empty
6 = Run with "Auto Launch" - toggles the auto launch feature
7 = Welders On/Off - these are controlled by the script during missile launch
8 = Reset missile rotor velocity to Zero
9 = Increase missile rotor velocity - use after expending all missiles so the welders can rebuild them
7 Comments
farm fam 25 Oct, 2021 @ 9:09am 
Edit Custom Data in the Lidar Programmable block. Turn "Use Firing order" true.

Then, if you want the torpedos to work, paste the entire Lidar Platform again, detach the rotor head, and delete the Large grid, leaving only the missile column.

Then edit the programmable block inside each of the 8 missiles, and change one line of the code from Kinetic to:
MissileType missileType = MissileType.Explosive;

Add either a Camera to the very top of each missile, on top of the warhead, or a sensor half way up each missile. Or both!

Blueprint the editted missile sprue, and delete it. Go back to the original platform, turn the main programmable block OFF to keep the welders off, and disable the welders.

Once the welders are off, change the blueprint in the projector to the one you just made, and set vertical offset to +2. The images should line up.

Turn the main programmable block back on and toggle the welders on. The system will now work, and the missiles will actually do damage.
jTurp  [author] 19 Feb, 2021 @ 3:32pm 
@thegrandslam2002

Yeah I think the Lidar script has UseFiringOrder set to false in the config - I had to change that in my test as well the other day. Set it to true and it should fix itself
thegrandslam2002 19 Feb, 2021 @ 1:52pm 
Currently not working - lower missiles fire first and explode/get stuck immediately
jTurp  [author] 11 Mar, 2020 @ 9:49am 
I’ll update the scripts when I get home - just dropped an update yesterday
Paintballno1 11 Mar, 2020 @ 4:53am 
Cant wait to play with this later
jTurp  [author] 12 Feb, 2020 @ 6:25am 
Ah, I’ll update the scripts in the BP.
Stuxnet Victim 11 Feb, 2020 @ 11:50pm 
I'm getting compilation errors trying to play with this - says

Program(323,26): Error: 'IMyRadioAntenna' does not contain a definition for 'AttachedProgrammableBlock' and no accessible extension method 'AttachedProgrammableBlock' could be found (are you missing a using directive or an assembly reference?)

I tried dropping in the version of your script currently on the workshop but I think it tried to turn the entire station into a missile instead of targeting something (the PB is now called missile.lostofnumber)!