Agreed and it has been inserted in the code in revision 3016. The handler is called shipAcquiredTarget, takes as parameter the entity that has been targeted and works both for player and NPCs. Example of usage:
this.shipAcquiredTarget = function (target)
{
if (!target.isMissile) log("shipAcquiredTarget", "Player has acquired target " + target);
else log("shipAcquiredTarget", "Player has targeted incoming missile " + target);
}
That sounds great. The idea I had was to do some kind of auto missile selection, where the ship's on-board computer chooses a missile based on the target's stats. Instead of having multiple missile pylons, you just have one slot that's served by a rotary launcher, rather like the one here.
I'd probably build it into a specific ship (the one in my avatar) rather than making it available as a normal piece of equipment. Like the Missiles and Bombs OXP it would really just be an experiment to see what can be done.
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No. We’ve had the debate, at length, and the decision reached was to make this change after the next stable release (i.e., 1.76).
The debate was here in this topic. Looking up the first page, it started exactly 2 years ago and was planed originally for 1.74.
In my opinion was the q-bomb always mend as a more logical replacement for the e-bomb. I also think aegidian planed it that way because he already put an 'energybomb' role on the q-mine. And also the 'has_energy_bomb' key in shipdata has awarded an npc ship with a q-bomb since 1.65. He just never came to removing the e-bomb from the player code. npc never had it in the first place.
Gimi wrote:
Is the Q-bomb installed internally, and available on the tab-key? If so, it could actually become a key I can use in Oolite. My current Commander has never used an Energy Bomb.
Idem. Maybe in the very beginning, but after that never.