Space Engineers

Space Engineers

Missile Status Script
29 Comments
gamefoo 23 Feb, 2020 @ 5:38am 
Amazing script that could use an update. The call for "WritePublicText" was changed to just be "WriteText" and that will fix compile errors, but just changing those does get output to text or lcd panels defined in Custom Data. Also make sure your text/lcd panels have their "Content" info set to "Script" in terminal (at least that helped get some type of output). Correct me if I'm wrong.
Fulcrum 4 Jan, 2020 @ 3:57am 
Maxamillion 3 Nov, 2019 @ 12:30am 
can we please get an update to this script please
halogoose4 7 Oct, 2019 @ 7:48pm 
Is this still wroking, when I try to load this script it throws a bunch of errors.
Alysius  [author] 14 May, 2019 @ 6:54pm 
Yea only one panel supoort at the moment.
The Creacher 10 Mar, 2019 @ 8:53am 
Is this able to output to multiple displays?

I have two displays with the name "Status Panel" configured exactly the same, but only ONE of the displays updates properly, the other one seems to get the IDLE status, but not update at all, even when running the RESET command.
Alysius  [author] 20 Jul, 2018 @ 8:50pm 
@thefinn Stalker Spacefighter and some of my Mobile SAM uses this, so you can examine those too. And thanks too.
thefinn88 20 Jul, 2018 @ 4:54pm 
Amazing system you got here, as I play with it more I realise how configurable and adaptable it is.

Being able to fire missiles from a tube which fly straight for 10 seconds before starting to home in, allows for more missiles to be in space on their way to the target before he might even be aware you're there.

Then firing for instant lockon through turret designation allows for very strong defence if you're at close range.

Throw down some timer blocks to fire one launcher after another at pre-defined GPS co-ordinates for planetary bombardment - I haven't tested this yet.

Being able to change the entire sytem based on different fire control blocks is awesome.

Great job.
thefinn88 20 Jul, 2018 @ 4:20pm 
Got it. I did something dumb ;)
thefinn88 16 Jul, 2018 @ 1:58pm 
Got an example world for this you can put up?
(Doesn't have to be flash looking)
scrungled user 37 12 May, 2018 @ 5:04pm 
Ok, cool!
Alysius  [author] 11 May, 2018 @ 9:28pm 
Seeking means waiting for initial lock on (waiting for you to aim). Locked means locked on full FaF. Tracing means lock broken and it is just extrapolating to the estimatrd intercept point.
scrungled user 37 10 May, 2018 @ 2:05pm 
What's the difference between seeking, tracing, and locked?
Alysius  [author] 20 Nov, 2017 @ 5:24am 
yes it is suppose to. If you weld new missiles you need to Run it with RESET argument to redetect all missile's programmable blocks.
Arh-Tolth 13 Aug, 2017 @ 5:58am 
Can it display the status of multiple missiles?
pro100tv 15 Nov, 2016 @ 4:52am 
Works perfect. Very well done Sir ;)
Alysius  [author] 14 Nov, 2016 @ 3:33pm 
@MOCHI This script will run on the launching ship. It is activated while the missiles are attached. I tried it, it seems to work. Ownership may be the problem

@pro100 The command you can use is RESET
pro100tv 14 Nov, 2016 @ 2:37pm 
By the way, it would be great to have something like "CLEAR" option to Prog Block so after every reload u wouldn`t have to compiling the script again and again :)
Mochikomi 6 Oct, 2016 @ 8:40am 
I cant get this to work.....

1) Setup a Timer Block to loop this script.
((This is simple yes))

2) Change the strComputerPrefix variable to the name of your missile's Programmable Block. ((Up thats easy))

3) Name a status Text Panel as MS_STATUS for displaying lock-on information.

((I do thism but my panal stays dead, Is this panel and steps 1 2 3 all to be ON The missle? Or is this status PB to be on the Launching ship? with LCD?))

5) In your missile's Programmable Block containing the "Easy Radar Homing Script", change the outputMissileStatus variable to true. (Yup I did that aswelll)

Am not sure where the Status script is to go, On the mothership Or the Missle? I tried with mothership and used fireing modes 0 to have missle shoot, IT does ring my Alert sound block when it has a lock on, but my panel no show any info (I know sound alert is in Easy radar homing script and not this script)
Chuck 25 Aug, 2016 @ 6:11pm 
I'm going on a binge of comments to show my appreciation for my favorite modders. You are definitely on the top of the stack Alysius, and your scripts have brought new life to the game for me and the other alysius script addicts on our server. Thanks for all of your hard work, it's appreciated.
Alysius  [author] 29 Jul, 2016 @ 5:30am 
@andbru this is a minor script, shouldnt need setup video. The DetailedInfo must have some values written, else this script cannot read it
andbruu 29 Jul, 2016 @ 4:32am 
@Alysius
do you plan to make a set-up video?
andbruu 29 Jul, 2016 @ 4:29am 
@Alysius
If your talking about the area below where I set ownership, there is no info at all - just blank.
Alysius  [author] 29 Jul, 2016 @ 4:22am 
@andbruu works on any LCD screens, does your missile PB's Detailed Info (the area where Input: 50kW, type of info shown for different blocks) show stuff like 1:1:0:L:.... something like that
andbruu 29 Jul, 2016 @ 4:01am 
@Alysius
I have done that, the outputMissileStatus is "= true". Should it be "=true".
Alysius  [author] 29 Jul, 2016 @ 3:58am 
@andbruu This script monitors the missile's PB DetailedInfo. So the Easy Radar Homing script mist have the outputMissileStatus variable set to "true". Also you must start this script loop while the missilr is attached to your ship, before launching them.
andbruu 29 Jul, 2016 @ 3:47am 
I cant seem to get this to work. Just to be clear: Does this work on small ships? and can the Text Panel be any LCD (even from mods). I noted a line in the HOMING SCRIPT about debug, that might have something with missile status to do. I have changed the strComputerPrefix to the complete name of the missiles programmable block, but can I just do a pre-fix (would be great if I have multiple missiles with numbered naming).
Alysius  [author] 12 Jun, 2016 @ 3:09am 
Yes. At script first load. It will cache all detected missile computers. If you projector weld a new set of missiles, you can trigger the Action "Run" of this script with "Argument" as RESET
PrairForMercy 12 Jun, 2016 @ 3:04am 
Does this work with multiple missiles?