Naval energy unit

General discussion for players of Oolite.

Moderators: winston, another_commander

User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: Naval energy unit

Post by Eric Walch »

Griff wrote:
Eric Walch wrote:
I have once written a missile AI that remembers the position were the target cloaked and than flew to that position to explode. It can kill a target that didn't move after cloaking, but as soon as the target had moved a bit, the distance to the explosion is already to large to do real damage.
Eric, is this available anywhere to download? I'd like to add it into my game, i'm not that keen on having missiles just explode when they loose sight of their target (plus if you could add code so they re-acquired you as a target if you de-cloak and they're still around i might go so far as to W00T!!11oneoneeleven right here on this very forum)
I had it active for a year now on my computer. I thought it would be time to add it to trunk, so others can give their opinion about it. It should be in next nighty but currently only for the hardhead.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Naval energy unit

Post by Cody »

Interesting stuff, Eric!
Griff wrote:
plus if you could add code so they re-acquired you as a target if you de-cloak and they're still around i might go so far as to W00T!!11oneoneeleven right here on this very forum
Will this apply?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Post Reply