I see:Lights
is good because it describes a state change where the old state no longer contains any useful information for the current context. I'm less certain about the other two you proposed.
limped launched
message may contains the kind of limpet, and material inventory
the kind of material.But when you're mining, or farming at High Grade Signals, you'll never launch ONE limpet, and you'll mostly collecting the same materials, making these message, if spoken, reaaaaally annoying.
Which gives me the idea that we could have some use for a pair of functions, named something like
Skip()
and SetPriority(p)
, that optionally do what your list do and assign a priority to the event output, respectively, while letting the event being executed (as i see that some set context variables). wink winkWell, thanks a lotI looked through our events list and identified a handful of events which I think are appropriate to add to the list. Adding the following:
- Cargo scoop
- Glide
- Hardpoints
- Landing gear
- Lights
- Near surface
- Silent running
- SRV turret deployable