Source-checkedQuality of life & UI

WeaponCore Combat Script (HunterOs)

by neon · for Space Engineers

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…

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32d agoLast updated
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About WeaponCore Combat Script (HunterOs)

From Steam Workshop

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…

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

Read the full description on Steam Workshop →

Highlights

From source data

Footprint

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

LoaderGame versionsNewest
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 catalog
Listed on Steam Workshop as “QoL”

Quality 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

WeaponCore Combat Script (HunterOs), answered

Generated from the mod’s own source data.

Is it free?

Yes. WeaponCore Combat Script (HunterOs) is free to download from Steam Workshop.

How do I add it to my Nxeon server?

One-click install isn't available for this game's mods yet. Download WeaponCore Combat Script (HunterOs) from Steam Workshop and upload it to your Nxeon Space Engineers server in Files.

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Run WeaponCore Combat Script (HunterOs) on a Space Engineers server.

Deploy in about a minute from $13.99 a month, then upload WeaponCore Combat Script (HunterOs) in Files.