Space Engineers

Space Engineers

Whip's Missile Status Script (for WHAM)
59 opmerkingen
Whiplash141  [auteur] 3 okt om 22:27 
The script works by looking for a programmable block contained within a block group named "Missile #". Since Rdav's script uses exploits to circumvent the requirement of a programmable block for communication on the missiles themselves, this script will not correctly detect those as valid missiles.
MUFF-N-MAN 30 sep om 8:35 
I'm currently on a crossplay ds, will this work without WHAM? We are currently running vanilla and RDAV missiles, can this script be set up to detect them? Thanks!
Whiplash141  [auteur] 13 jul om 12:33 
can you show me your custom data in the help/questions thread?
prexray13 13 jul om 9:14 
i am having a problem i can only see 1 missile and and it doesnt show green even though the missile is on the ship
mhwyoshi 8 jan om 17:00 
How do I put custom data config into the screens of the fighter cockpit?
mhwyoshi 8 jan om 16:59 
So I got it showing on one screen, but I only have the cockpit and I wanted to show all the missiles on the upper left screen. It says that there’s one available, but it doesn’t show where it is. I tried adding “Missile Status” the cockpit name but that doesn’t seem to do anything. I’ve tried putting it in the custom data of the programmable block below the current data of it, and that didn’t seem to do anything. I also tried putting it in the custom data of the cockpit above and below the current lamp information and it still doesn’t show anything. I tried messing with the numbers and that didn’t do anything. What exactly am I doing wrong? I did also recompile the programmable blockevery time I change things.
Whiplash141  [auteur] 12 aug 2023 om 20:40 
I literally just spawned that ship and the screens work fine. The script is not broken, I'm actively using it.

If there is no valid custom data config in the screens themselves, they will not be registered as a text surface.
Da_MLG_man 12 aug 2023 om 17:45 
Da_MLG_man 12 aug 2023 om 17:44 
I should mention the script is broken in the Kimodo Missile Destroyer as well, which was an example craft you linked in at the end of the guide to set up a WHAM/LAMP missile launcher.
(this is the ship)https://steamproxy.com/sharedfiles/filedetails/?id=2108857776
Da_MLG_man 12 aug 2023 om 17:06 
Yes, I put the config in custom data. The script is Echoing "0 text surfaces detected" but not the "block group <name> not found" error, indicating it did find the block group but apparently could not find the text surfaces inside the block group.
Whiplash141  [auteur] 12 aug 2023 om 12:43 
Did you put the custom dara config in the custom data and *not* the text?
Da_MLG_man 12 aug 2023 om 12:11 
I copy-pasted the LCD Setup exactly from the example ship and it is not working. Not sure why, it seems to detect the group i set up but not the LCDs in the group. Renamed all of the and everything but it still does not detect them
Siam 17 apr 2023 om 7:54 
Thank you keen ^^
Whiplash141  [auteur] 17 apr 2023 om 6:49 
There is literally nothing to work with. Those blocks are black boxes with very little useful API.
Siam 17 apr 2023 om 4:53 
Hey Whiplash does your script work whith the new AI block or you don't intend to update it for compatibility
Whiplash141  [auteur] 4 apr 2023 om 21:22 
Has to be on the same ship, but not necessarily the same grid.

Different ships vastly complicates things and is not supported
Uktobar 4 apr 2023 om 16:35 
Just wondering if this is still only for the wham missiles on or attached to the same grid? Or if designating ships can show missiles in a base or other ship.
Whiplash141  [auteur] 29 jan 2023 om 1:39 
Rad. I'll work on better error handling
PATS3Y 28 jan 2023 om 16:29 
Nope, and that fixed it, thanks
Whiplash141  [auteur] 28 jan 2023 om 15:25 
Did you add a [Missile X] to the custom data of that particular screen? (X can be whatever number u want)
PATS3Y 28 jan 2023 om 13:25 
I'm getting the "Text Surfaces: 0" result even after changing the group name and contents with the fighter cockpit, which I have working in an old ship already, and a Text Panel.
Whiplash141  [auteur] 5 sep 2022 om 12:27 
@Tonkari: Rotation support has been added
Tonkari 5 sep 2022 om 3:25 
Hey, awesome script, as always!
I have a little feature request (if you accept those):
Can you implement rotation of the sprites?
Drug Cyborg, FBI 18 aug 2022 om 6:06 
Been a while since I've engineered any spaces, so all these improvements to scripting are pretty wild. Is there any possibility of the WHAM missiles being able to report their status back to the ship (i.e. an "engagement failed" message if they miss) with the new antenna comm API?
Whiplash141  [auteur] 7 jul 2022 om 14:16 
Make certain you are placing the text in the "Custom Data" and not the "Edit Text" area
centaurA 6 jul 2022 om 21:41 
@Richstall same issue here. My programmable block is unable to detect my LCD panels in the "Missile Status" group, and the ownership is mine.
Richstall 10 mei 2022 om 11:38 
Copying and pasting from the custom data still yields same results
Whiplash141  [auteur] 10 mei 2022 om 11:27 
> The missile status group isnt recognized

Check spelling and ownership.
Richstall 10 mei 2022 om 11:17 
The missile status group isnt recognized. Ive checked the naming and even tried to use custom names but I cant get the script to read the LCD group
Whiplash141  [auteur] 10 mei 2022 om 9:24 
Have you added a missile group name like "[Missile 1]" to the custom data of the screens in your "Missile Status" group?
Richstall 10 mei 2022 om 8:51 
I'm having issue getting the LCD screens to be recognized anyone else having an issue?
BandyNet 29 mrt 2022 om 12:02 
Thanks Whip for this code
ArtyomBlin 18 dec 2021 om 17:54 
Hey Whip how about on suggestion. i have been reading your code and was thinking about an addition that would be nice

In the place you calc for spiral to start maneuvers could you put a line that would turn on all blocks with tag custom or tag something. it would be great for missiles that do something a specific distance from target like dispense decoys or bomblets etc.
sam2davidson1 20 nov 2021 om 17:43 
Is there any way I could upload these to mod.io as hidden just so that I could use them for myself? I have some friends who would like to use these as well. Or I could upload them as not hidden with credit to you and let anyone on xbox use them if you would prefer that. Although I am not completely sure they will work on xbox, and I have only uploaded blueprints to mod.io before.
BinaryKiller Recoded 27 apr 2021 om 0:42 
Ah okay
Whiplash141  [auteur] 27 apr 2021 om 0:41 
This is a status script for WHAM missiles (another script).
BinaryKiller Recoded 27 apr 2021 om 0:39 
Wait, is this for a mod or what?
Korin 15 feb 2021 om 19:42 
Indeed, thank you very much!
Whiplash141  [auteur] 15 feb 2021 om 10:57 
Step two, first code block, line 4
Korin 15 feb 2021 om 7:28 
I assume i'm missing something obvious as your scripts are amazing. How can i get it to display on a specific screen in a cockpit ?
Whiplash141  [auteur] 9 jan 2021 om 11:19 
"do you ever sleep"

What's that?
FireManDan 9 jan 2021 om 3:32 
Good God Whip, do you ever sleep? Fantastic work as always. You sir, are a scripting genius
TORGMASTER 8 dec 2020 om 2:28 
@Whiplash141

very good, i ,like this!
but one question, how and what level does it take to put up the workshop noticeboard?
Whiplash141  [auteur] 30 nov 2020 om 15:31 
If it is being used to create WHAM missiles, I don't see why not
Rocorh 30 nov 2020 om 11:55 
@whiplash141 Heya :) firstly I think this will round out my subscribing to all your scripts, love your work for many reasons. Secondly, would this work with the Torpedo Parts MK2 in some fashion? Opinion?
FreakyFireFly59 17 nov 2020 om 12:25 
@whiplash141 Heyo, I was wondering if you take commisions?
Need some help figuring how to do the scripting and/or some crituqe
Whiplash141  [auteur] 17 nov 2020 om 10:08 
"Sorry if this has already been asked, but does it not work with vanilla rocket launchers?"

No, it does not.
Sarekh 17 nov 2020 om 7:41 
oooh, you did it again! Thanks, that is awesome
Purrfect-Blinky 17 nov 2020 om 4:08 
Oh this is just a great idea for Player Made (Torpedo) Weapons too! Very cool once again Whip! Finally in-world ammo counters :D I must try and see if this works for my simple non-guidance weapons too :)
ChozoSR388 16 nov 2020 om 23:57 
Sorry if this has already been asked, but does it not work with vanilla rocket launchers?