@@AliceDoesThings404 Set the defence block to “trigger now” a timer. Timer can make 100 actions. Alternatively there’s a locked enemy distance setting in the event controller.
if you make it rotate freely with a gyro you can get the direction of the enemy from event controllers watching the angle the rotor is at. have actual radar.
For weapons that have a greater maximum firing range than their own targeting range, it's the only practical way to get them to automatically attack targets at their maximum range.
For a base, just adding and activating the AI offensive block lets turrets lock on automatically for full range. It might help custom turrets but I have not gotten consistent results with that
@@m_6866 counter argument: fear my UNARMORED cube of death dont need armor if everything within a 5 mile radius is obliterated by hundreds of missiles causing the server to cry ;)
very clever use of the ai block. Thank you for sharing this, it opens alot of paths to explore. Like maybe an emergency autopilot that takes over control if you get too close to the ground.
Have been experimenting and trying to do the same with spectator, but doesn't work as well as I'd like. So will be doing more auto dampening from now on 👍
@@AliceDoesThings404 might have to give it a shot later today with a battleship turret, btw is only a single object or can I link a number of them to a single radar?
This is great, we're all trying to figure out how these new blocks really work. Good job. I'm already thinking about how to send badly damaged drones straight to a grinder pit or how to set up a retrieval drone to pick up downed flyers.
These blocks have so much potential and so many uses, both for making drones, but also so much more if we think outside the box. And we are barely scratching the surface! I am glad this was of help, and wish you good luck!
For the Grind pit you put a Event Controller on the drone and have it set to "Block Integrity %" then add the Thrusters, etc and set up the integrity of those blocks e.g 70% and make sure you have "AND Gate" enabled as well so it won't trigger the event controller if one engine or battery gets damaged (Correct me if i'm wrong) all the selected blocks will have to take the same amount of damage with "And Gate" Enabled before it triggers the RTB sequence which the "Base" will be the Grind pit but for the Ship recovery that one i don't know how to do yet.
This is neat. Going to play around with this. See if there is a way to link the drone to the beacon so if the enemy is detected, the rotor stops and the drone is sent forward towards the direction of the enemy before the AI offensive takes over.
I've actually found a way to do that first step. All you gotta do is add a gyro (Off), another event handler and a timer. Snyc the timer to the first event handler, and make it turn off the rotor and turn on the gyro. Its a bit shaky for some reason, but the radar will focus on the target. Use the second event handler to detect when the thruster goes off, and then shut off the gyro and turn the rotor back on.
Nice idea i setup a group.of sound blocks and set an alert sound, i also set it to activate my group of base gatlings once i upgrade my fighters to ai i will have the event trigger a timer block to activate all base defences i cant belive how simple and effective it is
Thanks Alice, wouldn't have occured to me to use the blocks to make an early warning and response system like this. Might hook it up to a sound block that makes warning beeps when a target enters range.
in theory you could make a tunnel network, where at then end it had a defensive block, or a silo with drills on it, where when it detects an enemy too far for normal ai weapons it drills up and fires a warhead with a small tank, a single thruster, gyro, 2 block guidance unit and a warhead to pop them
Is there a way to set this up for weapons and not for drones? And what I mean by that is instead of having a drone that will go and intercept an enemy could you set it up as a weapon on your ship being the AI and the radar searches for enemies and if they are in line of sight for the guns they will lock on to that enemy and fire. Kind of like automating your ships defense system. If there is a way that is something I would be interested in a video for.
okay i need help. followed the whole video even using the drone you provided and all it does is move from the "home point" to the connector locks and repeats. im unsure where i went wrong but ive done this 5 times now with the same result. please help :(
So the way the drone was set up in this scenario, was that it will always to try go to the home point. However, when it detects an enemy, it will try to take them down first, before going back home. Does that make sense, and did I understand the issue correctly?
@@AliceDoesThings404 thank you for your swift reply, yes that does seem to be what its doing and i believe i found the problem. the extra event controllers on the pasted drone were controlling the battery on top of the system trying to run its course, i simply disabled those and it seems to be working just fine now! thank you!
Its range is 2,5km bc thats how far the ai offensive will go, in that time you can launch missles and drones, or if wanted add patrol drones and when they see a enemy they send a signal back to send more help to the drone
Is there a reason you wouldn’t do this with a Custom Turret Controller instead? You can have it turn on the beacon when an enemy is detected. It seems much easier unless I’m just missing something?
having trouble with ai defensive only targeting one enemy being locked on and then not detecting incoming enemy drones as it is lock on to a further than gun range grid. help please.
Can you show this drone defense in action? I’d like to see how effective your drones are at fending off other drones. I’ve noticed the enemy drones in all your vids aren’t attacking.
Hi AliceDoesThings, I did everything on your video and the Ai radar does not work. I build the radar in small and large grid. And I am not sure on what I did wrong.
Anyway to modify this work as a ship based defense rather than for a static base? I'd imagine you would just need to replace the set GPS autopilot with some way to go to a sport in relation to the grid rather than a GPS coordinate?
You could probably just have the ship try to play the recorded path, instead of going to a gps. Then all you need to do is use a reference beacon, and that should be it.
I am a little unsure. You could have a green or red LCD, where one turns on when the area is clear whilst the other turns on when under attack. There are so many ways to do it, so you just have to experiment.
12:10 This is a good tutorial but why did you turn off the Radar if it's meant to detect enemies? Does it need to reset? If so, how do I turn it off and back on automatically after the drone takes off? Also why do you need a thruster? You didn't tell us EDIT: I found out how to loop the Beacon to make it launch but that's not what I want, how do I automatically make it launch when it detects an enemy? FINAL UPDATE: The Defense block saved me, you place it on the Outpost ,set it to detect Enemies, pick whatever Subsystems, Setup Action as a Timer Block to Start and finally have the Timer Block turn the Beacon OFF then choose the Beacon again and set another for ON. Boom, automated drone deployment!
Thank you for this tutorial! This update is gonna make automated stuff easier to make. Is it possible to set this up so that one radar controls multiple drones? Or is it a 1:1 thing?
Hm.... The spinning radar thingy looks cool and all but,......... you can auto launch the Drone with just 2 event controllers on the Drone, which is over 10 times cheaper
It is something you could do yes. But if it would be cheaper is another different story. If you are going to include those two event controllers in more drones than just one, it will quickly become more expensive. And besides, the radar can do a lot more than just launch drones, once detecting enemies.
@@AliceDoesThings404 the defense block can be used to trigger a timer when it detects an enemy and another timer when the enemy moves out of range or is destroyed, so I would say its the better approach. but as a german I can appreciate overengineered contraptions like this.
The Enemy Detecor is way to complicated. Just palce a AI Defensive block on the base (even without that rotor) than if he detects an enemy you could start running a timer on the drone ( start an action ). if you got more than 1 drone you could start a timer on the base that starts all drones ( defensive ai block only has 1 action and timers have 100 )
Kinda cool that it spins like a radar, but practically kinda useless. Just have the drones detect the enemies themselves and go attack, no need for any radar.
Wonder if you can dispatch a drone via antenna. If the radar is next to the drone which has its own enemy detection capability and could just launch itself, it's kindof just a double system doing the same thing. Cute idea anyhow.
This tutorial is actually bad. Its missing stuff to make it properly dock, the after launch timer if you follow the tutorial is empty, and the AI blocks themselves are awful to work with Stick to a script
If you use the AI defensive block instead of the offensive you can set it to trigger actions without the thruster or the event controller.
Great suggestion, would probably work better to some extent. Though with the event controller, at least you can trigger more actions.
@@AliceDoesThings404 Set the defence block to “trigger now” a timer. Timer can make 100 actions.
Alternatively there’s a locked enemy distance setting in the event controller.
Event controllers can trigger 9 actions if you use the toolbars, more with timer blocks of course.
You may be able to do something with direction to enemy with this? Idk, could be useful to look into at least
That is an option as well, I will certainly look into it.
if you make it rotate freely with a gyro you can get the direction of the enemy from event controllers watching the angle the rotor is at. have actual radar.
One of the coolest things I’ve seen in space ENGINEERS.
Target locking Radar outside of turret ranges could in theory have turrets locked on already as a target dips into range. Talk about very useful.
For weapons that have a greater maximum firing range than their own targeting range, it's the only practical way to get them to automatically attack targets at their maximum range.
@@DoremiFasolatido1979 And how does one acquire target lock automatically? So assault cannons and artillery's can fire at maximum range
For a base, just adding and activating the AI offensive block lets turrets lock on automatically for full range. It might help custom turrets but I have not gotten consistent results with that
"I've never been more confused in all my life"
-Every space engineer since 2013
Yep. Sums up all my attempts at making anything that wasn't retrofitting, or modifying something.
That’s just me trying to figure out what literally anything does.
Disclaimer I still have no idea what I’m doing.
*Two years. I’ve been playing for.*
@@Del80VR I got this game on release and I still have no clue how people make nice looking ships. I am borg, fear my armored cube of death.
@@m_6866 counter argument: fear my UNARMORED cube of death
dont need armor if everything within a 5 mile radius is obliterated by hundreds of missiles causing the server to cry ;)
@@caliberthecow3727how many bullets can your brick take
very clever use of the ai block. Thank you for sharing this, it opens alot of paths to explore.
Like maybe an emergency autopilot that takes over control if you get too close to the ground.
Wait until you hear about raycasting camera array antennas
when following your drone to watch it do its thing, you can easily set the auto damp, and get a nice smooth follow for your camera
Have been experimenting and trying to do the same with spectator, but doesn't work as well as I'd like. So will be doing more auto dampening from now on 👍
*silently imagines putting the radar system beside some kind of turret or missile platform*
Something you can actually do with it, the drone was just one example.
@@AliceDoesThings404 might have to give it a shot later today with a battleship turret, btw is only a single object or can I link a number of them to a single radar?
In theory you could link multiple, or even set up several for different targets as well.
This is a very interesting approach; well done and thank you for sharing.
This is great, we're all trying to figure out how these new blocks really work. Good job. I'm already thinking about how to send badly damaged drones straight to a grinder pit or how to set up a retrieval drone to pick up downed flyers.
These blocks have so much potential and so many uses, both for making drones, but also so much more if we think outside the box. And we are barely scratching the surface! I am glad this was of help, and wish you good luck!
For the Grind pit you put a Event Controller on the drone and have it set to "Block Integrity %" then add the Thrusters, etc and set up the integrity of those blocks e.g 70% and make sure you have "AND Gate" enabled as well so it won't trigger the event controller if one engine or battery gets damaged (Correct me if i'm wrong) all the selected blocks will have to take the same amount of damage with "And Gate" Enabled before it triggers the RTB sequence which the "Base" will be the Grind pit but for the Ship recovery that one i don't know how to do yet.
needs a radar beep and drone needs an happy-angry face :P
This is neat. Going to play around with this. See if there is a way to link the drone to the beacon so if the enemy is detected, the rotor stops and the drone is sent forward towards the direction of the enemy before the AI offensive takes over.
I've actually found a way to do that first step. All you gotta do is add a gyro (Off), another event handler and a timer. Snyc the timer to the first event handler, and make it turn off the rotor and turn on the gyro. Its a bit shaky for some reason, but the radar will focus on the target. Use the second event handler to detect when the thruster goes off, and then shut off the gyro and turn the rotor back on.
Great vid, now that the new content and faction is out using Pmws and railguns this is gonna be a life saver system for defenses
This is going to be perfect for an automatic missile launching system!
Nice idea i setup a group.of sound blocks and set an alert sound, i also set it to activate my group of base gatlings once i upgrade my fighters to ai i will have the event trigger a timer block to activate all base defences i cant belive how simple and effective it is
Thanks Alice, wouldn't have occured to me to use the blocks to make an early warning and response system like this. Might hook it up to a sound block that makes warning beeps when a target enters range.
Launch fighters! Launch fighters! Launch fighters!
Cleaver setup. Nicely done
in theory you could make a tunnel network, where at then end it had a defensive block, or a silo with drills on it, where when it detects an enemy too far for normal ai weapons it drills up and fires a warhead with a small tank, a single thruster, gyro, 2 block guidance unit and a warhead to pop them
Word to the wise.
Be very careful when using sound blocks and event controllers, i had my ears blasted out trying to make a alarm system.
Consider yourself successfully alarmed then
Thank you for your video they are very helpful.
Would I be right in thinking that for non-atmo bases, an ion thruster can replace the standard jet?
Is there a way to set this up for weapons and not for drones? And what I mean by that is instead of having a drone that will go and intercept an enemy could you set it up as a weapon on your ship being the AI and the radar searches for enemies and if they are in line of sight for the guns they will lock on to that enemy and fire. Kind of like automating your ships defense system. If there is a way that is something I would be interested in a video for.
good idea good idea...
Excellent video, thanks.
I wanted to do something very similar to this, thank you for puzzling a large part of it out.
Couldn’t you also make a type of radar with the custom turret block, or does it have less range?
The custom turret controller have less range, it only detects enemies at up to 800m.
okay i need help. followed the whole video even using the drone you provided and all it does is move from the "home point" to the connector locks and repeats. im unsure where i went wrong but ive done this 5 times now with the same result. please help :(
So the way the drone was set up in this scenario, was that it will always to try go to the home point. However, when it detects an enemy, it will try to take them down first, before going back home. Does that make sense, and did I understand the issue correctly?
@@AliceDoesThings404 thank you for your swift reply, yes that does seem to be what its doing and i believe i found the problem. the extra event controllers on the pasted drone were controlling the battery on top of the system trying to run its course, i simply disabled those and it seems to be working just fine now! thank you!
That looks awesome. What is the range of detection for an enemy? Will a drone/missile engage really far out?
Its range is 2,5km bc thats how far the ai offensive will go, in that time you can launch missles and drones, or if wanted add patrol drones and when they see a enemy they send a signal back to send more help to the drone
Is there a reason you wouldn’t do this with a Custom Turret Controller instead? You can have it turn on the beacon when an enemy is detected. It seems much easier unless I’m just missing something?
Blud custom turret controllers have 800m range this design has way more
Im gonna implement this design in my SOLG, thanks
having trouble with ai defensive only targeting one enemy being locked on and then not detecting incoming enemy drones as it is lock on to a further than gun range grid. help please.
Can i ask what's in "after launch" timer block?
Can you show this drone defense in action? I’d like to see how effective your drones are at fending off other drones. I’ve noticed the enemy drones in all your vids aren’t attacking.
The drones he has in the videos arent proper drones used for defence, its just to show you how it works.
Use event controller to check defensive block have target and u will be cool))
Thanks for these AI tutorials
What about using a light instead of thruster and such? Then just set launch for interceptor(s).
Hey, sorry but does this detect enemy grids in a 360 degree zone?
Hi AliceDoesThings, I did everything on your video and the Ai radar does not work. I build the radar in small and large grid. And I am not sure on what I did wrong.
The beacon doesn't turn off?
If this were in space would it need a second radar to check the z axis?
Nope. It checks the area in a sphere around itself, so it also checks above and bellow.
Nice build. Keep it up.
Hi how can I build a AI fleet I have a fleet bat don't know how to get the to flay in a formation
what if i want to launch multiple drones?
I whould like to see some radar systhem wichs trigers missiles to atack incoming enemys
Anyway to modify this work as a ship based defense rather than for a static base? I'd imagine you would just need to replace the set GPS autopilot with some way to go to a sport in relation to the grid rather than a GPS coordinate?
You could probably just have the ship try to play the recorded path, instead of going to a gps. Then all you need to do is use a reference beacon, and that should be it.
If thinking of using this to trigger a Safezone, is this possible?
Great idea, but safe zone starts too slow, so you need to distract enemy for this time
do all the blocks need to be on the rotor, or is this only for effect?
Some of the blocks need to be, like the thruster and flight controller. However the rest are mostly just for reducing cost.
@@AliceDoesThings404 Thank you!
Orr you could use a turret controller and even make the dish aim at the enemy
what a nice video. keep it up.
how to make a radar that can detect enemy 12km away?
That is sadly not possible, at least not in vanilla.
Thank you :)
I used this in scrapyard on a rover to help me find the directions of scarp
how can i connect this to the lcd screen ? i use the vanilla radar script, soo had been nice to get the radar to the lcd screen :)
I am a little unsure. You could have a green or red LCD, where one turns on when the area is clear whilst the other turns on when under attack. There are so many ways to do it, so you just have to experiment.
12:10 This is a good tutorial but why did you turn off the Radar if it's meant to detect enemies? Does it need to reset? If so, how do I turn it off and back on automatically after the drone takes off? Also why do you need a thruster? You didn't tell us EDIT: I found out how to loop the Beacon to make it launch but that's not what I want, how do I automatically make it launch when it detects an enemy? FINAL UPDATE: The Defense block saved me, you place it on the Outpost ,set it to detect Enemies, pick whatever Subsystems, Setup Action as a Timer Block to Start and finally have the Timer Block turn the Beacon OFF then choose the Beacon again and set another for ON. Boom, automated drone deployment!
Thank you for this tutorial! This update is gonna make automated stuff easier to make. Is it possible to set this up so that one radar controls multiple drones? Or is it a 1:1 thing?
It can activate and launch multiple drones, so that is not an issue. You are very welcome, glad you found it helpful!
I'm gonna make that thing launch guided missiles 😁😁
really cool
Hm.... The spinning radar thingy looks cool and all but,......... you can auto launch the Drone with just 2 event controllers on the Drone, which is over 10 times cheaper
It is something you could do yes. But if it would be cheaper is another different story. If you are going to include those two event controllers in more drones than just one, it will quickly become more expensive. And besides, the radar can do a lot more than just launch drones, once detecting enemies.
Now to expand this to rotor turrets
What about after lunch?
I didn’t say one thing about after lunch
Just use the defense block?
That is another way of doing it. But with event controllers and the offensive block you can trigger more actions.
@@AliceDoesThings404 the defense block can be used to trigger a timer when it detects an enemy and another timer when the enemy moves out of range or is destroyed, so I would say its the better approach. but as a german I can appreciate overengineered contraptions like this.
The Enemy Detecor is way to complicated. Just palce a AI Defensive block on the base (even without that rotor) than if he detects an enemy you could start running a timer on the drone ( start an action ). if you got more than 1 drone you could start a timer on the base that starts all drones ( defensive ai block only has 1 action and timers have 100 )
Kinda cool that it spins like a radar, but practically kinda useless. Just have the drones detect the enemies themselves and go attack, no need for any radar.
Lol this update is truely dope by nature. Empyrion (couch potato) will never ever beat Space Engineers.
Wonder if you can dispatch a drone via antenna. If the radar is next to the drone which has its own enemy detection capability and could just launch itself, it's kindof just a double system doing the same thing. Cute idea anyhow.
My drones attempt to land: fire, all on fire.
Time to make automatic ciwis
Bro antenna and remote control terminal boom you’re welcome😂
This tutorial is actually bad. Its missing stuff to make it properly dock, the after launch timer if you follow the tutorial is empty, and the AI blocks themselves are awful to work with
Stick to a script
This tutorial was not about making the drone and the systems it operates on, which I make clear in the video as well.