Homing Party Missile Guidance system script for use in the sandbox game, space engineers.
This script controls a missile in Space Engineers, enabling it to seek and destroy targets specified by the player. The script uses antenna broadcasts to identify targets, confirms them with a camera block's raycast, and then guides the missile to the target using a remote control block.
- Missile Setup: The missile should have a Remote Control block, a Camera block, a Sensor block, and an Antenna. It should also have thrusters and warheads.
- Naming: Blocks must be named correctly to match the names used in the script.
- Block Grouping: Thrusters and warheads should be grouped as per the names specified in the script.
- Initialization: Setting up block references and configuring sensor and camera.
- Target Acquisition: Listening for broadcasts matching antenna custom data.
- Launch Sequence: Launching the missile when the target is within 5km.
- Guidance System: Updating the missile's trajectory towards the target.
- Impact Detection: Using the sensor block to detect proximity to the target and detonate the warheads.
- Setting a Target: Enter the target's broadcast name into the custom data field of the missile's antenna.
- Launching the Missile: The script automatically launches the missile when a matching target is within 5km.
- Monitoring Status: The missile's antenna updates its broadcast name to reflect the current status.
This script can be used as a library or API to control missiles from other scripts or systems within the game.
Suppose you have a control center that monitors enemy broadcasts. You can trigger the missile script by writing the enemy's name into the missile antenna's custom data.
IMyRadioAntenna missileAntenna = GridTerminalSystem.GetBlockWithName("Missile Antenna") as IMyRadioAntenna;
missileAntenna.CustomData = "Enemy Broadcast Name";In a defense system script, you can incorporate the missile script to automatically respond to certain threats.
// Assuming the missile script is encapsulated in a function `LaunchMissile`
void RespondToThreat(string threatBroadcastName)
{
LaunchMissile(threatBroadcastName);
}- Ensure Block Names Match: Check that all block names in the script match the names in the game.
- Power Requirements: Make sure your missile has enough power for the camera block's raycast.
- Testing: Always test the script in a safe environment before actual use.