-
[BREAKING] functions given to
Comms:newReply
had their first argument (self
) removed. There was no reason to use this. Instead ofComms:newReply("label", function(self, comms_target, comms_source) return Comms:screen("Hello World") end, function(self, comms_target, comms_source) return comms_source:isDocked(comms_target) end)
just omit the
self
and useComms:newReply("label", function(comms_target, comms_source) return Comms:screen("Hello World") end, function(comms_target, comms_source) return comms_source:isDocked(comms_target) end)
-
[BREAKING]
getLongRangeRadarRange()
has been removed from Empty Epsilon, so every place where it has been used in the code is replaced with a hardcoded value30000
or uses the newPlayerSpaceship:getLongRangeRadarRange()
. Check your configuration if the exact value is important for you. -
defaults for
Mission:scan
'sscan
parameter have been changed. Up to now a friend-or-foe detection was sufficient to have a ship scanned (this could have happened without player interaction, if the enemy attacks the player). Now asimple
scan is necessary. To get the old behavior back setscan = "fof"
in the mission config. -
Mission:scan
can now also be used to scan non-ship objects, like Asteroids or Stations. Make sure to callobject:setScanningParameters()
on those objects as they don't need to be scanned by default. -
Missions:crewForRent
now requires the player to havePlayer:withMenu
set -
added
Player:withQuickDial()
to display quick dials on the relay station -
Station:withStorage
can now handle Scan Probes as products. Use the idscanProbe
. -
Missions can have event listeners added from outside via
mission:addSuccessListener()
, etc. -
Mision:newChain()
allows to create chained missions where the next starts when the previous is finished -
added
Missions:wayPoints()
that requires the players to visit a sequence of waypoints