Space Engineers
Whip's Weapon Salvo Script
Коментарів: 465
Kara Vaki 20 квіт. о 21:16 
Holy shit, I just set the custom data for the railguns to be 8 RPS and it went YEET
Kara Vaki 20 квіт. о 19:10 
neat!
Whiplash141  [автор] 20 квіт. о 17:58 
You can certainly change the rate of fire to something faster via arguments or custom data. I personally do a 6 shot burst at 360 RPM for my cruiser
Kara Vaki 20 квіт. о 17:24 
I do wonder tho if I could make it fire in a rapid pulse of 8 shots per second.
Kara Vaki 20 квіт. о 17:21 
That I have very much noticed since one of my capital ships has a total of 24 railguns, with 8 being in the bow and the rest as twinrail turrets. all of them being large grid btw.
Whiplash141  [автор] 20 квіт. о 11:39 
Lol that tracks. The default ROF that the script computes is what is needed for a "continuous" firing. It just so happens that large grid railguns take around 60 seconds between shots (20 for small grid railguns), so unless you have a bunch, there will be several seconds between shots.
Kara Vaki 20 квіт. о 11:36 
Nevermind I figured it out, the rate of fire is just SLOW AS MOLASSES XD
Kara Vaki 20 квіт. о 11:04 
I'm using the latest version
Whiplash141  [автор] 20 квіт. о 0:41 
What version are you running? The most recent version should work fine with vanilla railguns with default settings,
Kara Vaki 19 квіт. о 21:35 
Safe to say it seems like I need to set up a few things for it to get a proper salvo going instead of it sputtering.
Kara Vaki 19 квіт. о 21:25 
As in when I pull the trigger by holding mouse 1, I have a ship that has a total of 8 railguns on the bow and when I hold down mouse 1 o fire them in sequence they kinda just, turn off way too fast to fire the full salvo.
Whiplash141  [автор] 19 квіт. о 21:04 
"from the toolbar" meaning toggle fire?
Kara Vaki 19 квіт. о 18:19 
If I may ask, how does one get Railguns to fire in a salvo from the toolbar? cause when I tried it with it's base settings it did not seem to work.
McCloud Jr 13 квіт. о 18:41 
Just throwing this out there but this works great with Vanilla+ Framework and the Star Wars Weapon Pack (Vanilla+)

I've had zero issues
butcherbrood2 13 квіт. о 16:01 
@Whiplash141
Dang... guess i have to do it all manually then
Whiplash141  [автор] 13 квіт. о 15:56 
That is correct. Weapon core is not compatible with the regular script API sadly
butcherbrood2 13 квіт. о 15:20 
@Whiplash141
I believe so, is weaponcore not compatible?
Whiplash141  [автор] 13 квіт. о 11:16 
Are those weapons modded weapon core guns?
butcherbrood2 11 квіт. о 13:45 
@Whiplash141
it says 'Salvo group 1'
-ERROR: no weapons in group
it seems that the missiles i am trying to use aren't registering as weapon blocks.
WardenWolf 10 квіт. о 18:35 
Ah, makes sense.
Whiplash141  [автор] 10 квіт. о 0:19 
"it actually does work with custom turret controllers if you just salvo the weapons on the controller, even though your notes say otherwise"

Salvo definitely works with CTCs that don't have extra rotors.

The issues come when you have a salvo group on a CTC that has a extra rotor setup controlled by TCES. Because of the limitations of the script API, I can't determine when the CTC is shooting, only when the individual weapons are being fired. I only give the CTC direct control over the weapons on the main rotors because, otherwise, the CTC could select a weapon on a different rotor as an aiming reference. What this means though is that the CTC only sends fire commands to a subset of your weapons. TCES tries to mirror the firing state of the weapons controlled by the CTC to the weapons on your extra rotors, but this means that the salvo script will not *see* that you have stopped firing until the script cycles to a weapon controlled by the CTC.
WardenWolf 9 квіт. о 18:50 
@Whiplash141, it actually does work with custom turret controllers if you just salvo the weapons on the controller, even though your notes say otherwise. I built one recently with 16 small railguns just to test, and it worked flawlessly during a meteor storm, scoring 3 hits in one firing sequence. Absolutely flawless, this and the other times it's fired.
WardenWolf 9 квіт. о 12:43 
@butcherbrood2, capitalization matters for a lot of things like this. Make sure it's exactly the same everywhere.
Whiplash141  [автор] 8 квіт. о 9:02 
that doesnt sound like the script is even running. What does the the script display in terminal? Any errors?
butcherbrood2 8 квіт. о 5:31 
@Whiplash141 it fires all weapons at the same time; I have done the same thing with other turrets and it fires in bursts of 1, but it fires all weapons at the same time when I only want to fire one weapon when i press left click.
Whiplash141  [автор] 7 квіт. о 21:51 
@butcherbrood2:

How many shots does it fire? One from each weapon in your salvo group in sequence? All at once? How many weapons are in the group and does the script see the right number of them?
butcherbrood2 7 квіт. о 14:21 
how can i fire a single missile (mod weapon not subgrid) with this? the argument is ["salvo group 3" --burst 1] but it fires all missiles. can someone help?
WardenWolf 10 лют. о 22:54 
Oh, one thing you might want to add to your description: this works with custom turrets, too. I just tested a railgun turret with SALVO. It worked flawlessly. It fired individual shots instead of the whole thing all at once.
Whiplash141  [автор] 8 лют. о 12:19 
You can absolutely fire both groups simultaneously with the mouse. I do it all the time. You do not need to trigger them with a timer.

Also, even if you did want to manually trigger them, you still don't need a timer. You can create a (non salvo) group that contains both of your salvo groups and fire them using that container group.

My Weapons Group
-- Salvo Group 1
-- Salvo Group 2

My Weapons Group -> shoot once, etc.
WardenWolf 7 лют. о 7:10 
Because then you have to trigger them separately and they won't have the same timing. I mean, you could do two groups and trigger them with Shoot on a timer block, but not quite the same as holding down the mouse button and shooting.
Whiplash141  [автор] 7 лют. о 0:45 
What is wrong with two salvo groups? Provided they have the same number if weapons, they should remain in sync
WardenWolf 6 лют. о 15:35 
Darn. Was hoping you could do something like 1-1 and 1-2 or 1:0 and 1:1 to group weapons within a salvo.
Whiplash141  [автор] 6 лют. о 1:09 
Just have two separate salvo groups in that instance
WardenWolf 5 лют. о 20:23 
Is it possible to have sets of weapons within the group? Like 2 and 4 fire at the same time, then 1 and 2 at the same time?
Whiplash141  [автор] 24 січ. о 19:53 
alphabetically, if you have twin digits, prefix that single digit numbers with a 0: 01 02 03 etc.
Cap Arcona 24 січ. о 18:45 
Also, how does it determine firing order? It seems like it goes in the order that the blocks are listed in the control panel. This is a little bothersome because the control panel orders weapons categorically (ie, 1,10-19, 2, 20-29, 3, 30-39, etc). Having them fire in a specific order can reduce odd yaw and pitch moments for lower-mass ships that have an absurd number of guns.
Cap Arcona 24 січ. о 18:25 
I've figured out a lot of stuff, but is it possible to set burst limits to mouse-click firing? I know how to pass the argument via timer block but... yeah.
Whiplash141  [автор] 20 січ. о 9:00 
yes, it should
CDClone 18 січ. о 18:19 
could this work in combination with the turret controller? aka have home made turrets act automaticly like normal, but firering in salvo ?
Fake 17 січ. о 19:28 
Thank you for the response
Whiplash141  [автор] 17 січ. о 17:34 
yes, it should
Fake 17 січ. о 17:32 
Does this work with the weapons used on a CUSTOM made turret since theyre made with static weapons anyways?
ticklemyiguana 12 січ. о 11:42 
Hey! I just wanted to share my appreciation for your work on these scripts. I've used several in recent builds and they even greatly improved quality of life as well as helped output some significant damage. Here's me sharing my most recent.

https://www.reddit.com/r/spaceengineers/s/j4roCahnzB

Thanks again!
miniccaveman2k2 13 жовт. 2024 о 7:35 
what does the "Burst Count" part actually do? does it mean I can set actual firing bursts? such as 2rnd, 3rnd etc?
Whiplash141  [автор] 11 верес. 2024 о 10:07 
No, but you can chain calls by triggering a timer that runs multiple separate arguments in its actions
Strong Hoov ✅ 11 верес. 2024 о 1:28 
Ah! Funny how some of the others dosen't require the ( -- ) part...
Also Whip if you wouldn't mind. Could I requsest an addition for your script?

I have this "Big ol fuck off" custom naval cannon design. that uses multible small grids cannons as it's main firepower. Could you add in a custom option to be able to group up those groupss as a "Single fire" unit? So i can use as the main fire.
(Basicly. I wanna be able to Group up X amounts of guns
"Say 18 cannons into as 1 Single group unit"
And then be able to use said groups of those together as a "Salvo Group" type)

Example:/ 12 cannons together as 1 "CustomTag" group // CustomNameTags=Cannon 1 2 and 3//
"Salvo Group Cannon 1+Cannon 2+Cannon 3 --burst 3"
Whiplash141  [автор] 2 верес. 2024 о 9:37 
It is 100% necessary. The arguments require the format shown above in the table.
Strong Hoov ✅ 2 верес. 2024 о 9:18 
didn't think the -- was nessercy since i didn't require it with RPM/ RPS
Whiplash141  [автор] 2 верес. 2024 о 9:17 
you aren't typing the -- like I did and like the instructions above show
Strong Hoov ✅ 2 верес. 2024 о 7:37 
Ya! That's what I thought. BUT.
The script dosen't wanna do any burst fire of (insert number) of shots... It's just fires normally.

example/ Salvo Group Cannons burst 4