daid / daid/EmptyEpsilon

Missile lock-on ability and indicator

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#16 0 comments 0 reactions 0 assignees View on GitHub

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Dominant language
Lua
Stars
869
Forks
222
Avg merge
18h 33m
Merged PRs (30d)
1

Description

Allow missile weapons to lock onto targets with a high enough sensor fingerprint (see #14), or on targets scanned by the Sci console. It should be impossible to lock onto "cloaked" ships, or ships too far away, or ships not scanned by Sci.

If the weapons console is targeting a enemy vessel, display an indicator as to whether a missile can or cannot lock onto that target.

Locking the missile weapons onto a target should take a few seconds (because the sensor fingerprint is being synchronized with the missile sensor pack and technobabble technobabble technobabble technobabble). Blinky "lock" indicator = good.

Contributor guide

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reading the sensor-fingerprint requirements in issue #14, then trace the weapons console and Sci console entry points. Define how target eligibility, cloaking, range, scanning, lock-on delay, and the lock indicator should interact; done means missile targeting consistently enforces those rules and displays the result.

Written by the indexing model from the issue text.

Assessment

Tech stack
lua
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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