About WeaponCore Combat Script (HunterOs)
From Steam WorkshopHUNTER OS v3.6 - Universal WeaponCore Combat Script A Programmable Block combat script for PvP. Armed and shooting from the moment it compiles, smart threat-based targeting, random 360 orbits with…
HUNTER OS v3.6 - Universal WeaponCore Combat Script
A Programmable Block combat script for PvP. Armed and shooting from the moment it compiles, smart threat-based targeting, random 360 orbits with unpredictable dodging, smarter retreat, a Defense Shields modulation manager, and a clean GFXX HUD with a real 3D-projected target-lock box. Uses WeaponCore's real PB API when present, with a vanilla camera-lidar fallback otherwise. Built to stay light on servers: idles at one run per 10 ticks and never goes above 3 ms per run.
[hr][/hr] Requirements
- A Programmable Block.
- WeaponCore - optional.
- Without it the script flies/aims/fights via a vanilla camera scanner; with it you get real target
- painting, threat-based targeting, subsystem targeting, and auto weapon-range detection.
- Defense Shields - optional,
- for the shield manager.
Quick setup
- Paste into a Programmable Block, recompile.
- Put every weapon (guns, turrets) in a group named ALLGROUP.
- Done. Gyros/thrusters/cameras/controllers/shield blocks auto-detect. Weapons are already armed.
All settings are at the top of the script, one comment line each. Edit there and recompile.
[hr][/hr] Arguments
- fly - toggle the script's own flight (standoff, random 360 orbits, dodging). Never touches weapons.
- aim - cycle aim mode: Off -> Assist (alignment shown only) -> Aimbot (gyro takeover).
- fight - weapons on WeaponCore's own AI, guns free (default from power-on).
- paint - toggle: WeaponCore Painter mode (fire on the script's locked target) <-> back to Auto.
- break - drop + blacklist the current target for BREAK_COOLDOWN_SECONDS.
- off - full idle: every gun on the ship switched OFF (WeaponCore and vanilla, in a group or not),
- no flight, no aim, no targeting, no auto-restart. Survives recompile/reload. fight or
- paint switches the guns back on.
- shield - switch the Defense Shield's Auto Manage off (Hunter OS modulates) / on. Causes one short remodulation.
- test_hud - preview the GFXX gauge with sample data.
[hr][/hr] Combat
- Targeting: locks the most dangerous enemy (WeaponCore threat score weighted by distance),
- keeps focus unless something much more dangerous shows up. Your own WC focus always wins.
- Flares, missiles and debris are never targeted.
- Flight ([b]fly):[/b] holds STANDOFF_MIN-MAX, orbits the target in random 360 laps - each lap
- randomly horizontal or vertical in a random direction (horizontal only in gravity) - plus random
- dodge bursts so enemy lead prediction misses. Steers around asteroids and other ships.
- Retreat: below RETREAT_HEALTH_FRACTION of intact gyros/thrusters/weapons it flees to
- RETREAT_DISTANCE, holds there, and comes back once repaired above RETURN_HEALTH_FRACTION.
- Self-defense: AUTO_ENGAGE_ON_HIT (on) - if idle and hit, goes fly + aimbot + fight.
- AUTO_ENGAGE_ON_SIGHT shows THREAT; AUTO_ENGAGE_TAKEOVER (off) makes that a full battle-stations.
- No blind fire: fixed guns only fire once aligned; turrets self-aim.
[hr][/hr] Defense Shields manager
- Kinetic / Energy balancing: in combat (enemy in range or shield taking hits) it measures the
- shield loss at +100 and -100 modulation, calculates how much of the incoming damage is kinetic vs energy,
- and sets the modulator to the value with the least total damage (e.g. 60% kinetic -> +20, all energy ->
- -200). Re-measured every SHIELD_HOLD_SECONDS, reset after each fight. SHIELD_MOD_STRENGTH caps how far it goes.
- Heat sink: shows a flashing HEATSINK NOW on the GFXX gauge, beacon and PB output once heat
- reaches SHIELD_HEAT_LIMIT - press your heat sink then.
- Shunting: manual by default. SHIELD_BALANCE = true lets the script push SHIELD_SHUNT_FACES in
- combat (each pushed side = 16% less damage on the rest).
- Auto Manage: the shield's own Auto Manage blocks modulation and shunting. Run shield to
- switch it off (Hunter OS takes over) or back on. The script never switches it by itself - the shield
- remodulates once (short drop) whenever Auto Manage changes, so do it when you're safe. It stays that way
- through recompiles and restarts.
- Dedicated servers: the Defense Shields mod ignores shunt and heat-sink commands coming from the
- server (where PB scripts run), so on dedicated servers only modulation is automatic - shunt and heat
- sink stay manual. In singleplayer / self-hosted, SHIELD_BALANCE and SHIELD_HEAT_SINK can automate them.
[hr][/hr] Block name tags None required except weapons (via ALLGROUP).
- ALLGROUP - weapons must sit here to be aimed/fired. Beacons/antennas and alert sounds/lights
- in this group are picked up too.
- Cockpit main - pins one cockpit/remote as the aim reference. Blank = whoever is seated.
- hunt - beacon/antenna showing the status line, e.g. FREE - 12 - 2 Reloading
- (FREE / ARMED / LOCKED / FIRING / SAFE / RETREAT / NO GUNS).
- Hunter - LCDs with this show the text status board (needs USE_LCD = true). They also get the
- HudLcd Custom Data line (HUD_LCD_DATA) written automatically.
- GFXX - add alongside Hunter to draw the sprite gauge instead.
- Hunter Lock - block that turns on while a target is tracked (for Event Controllers).
- Hunter Alert - sound/light blocks that react to lock state.
- Hunter Broadcast - Broadcast Controller, posts Target Found / Lost in chat (anti-spam).
[hr][/hr] GFXX gauge
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 32d ago.
WeaponCore Combat Script (HunterOs) on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2026-10-03, released 2026-10-03
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of WeaponCore Combat Script (HunterOs).
Run WeaponCore Combat Script (HunterOs) on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogQuality of life & UI
Small conveniences, tweaks and interface improvements players notice straight away.
Compatibility
- Game
- Space Engineers
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-12Open ↗
- ✓Authorneon, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
