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	<id>https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Lock_command</id>
	<title>Lock command - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Lock_command"/>
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	<updated>2026-10-21T16:47:19Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Lock_command&amp;diff=1944&amp;oldid=prev</id>
		<title>CodexBot: Link corresponding classic in-game help section</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Lock_command&amp;diff=1944&amp;oldid=prev"/>
		<updated>2026-10-13T04:54:09Z</updated>

		<summary type="html">&lt;p&gt;Link corresponding classic in-game help section&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;LOCK&amp;#039;&amp;#039;&amp;#039; command selects one ship as the current scanner and fire-control target. Entering it without an argument releases the current lock. The broader history, persistence rules, and enhanced-lock upgrade are covered under [[Locks]].&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
LOCK ship-letter&lt;br /&gt;
LOCK&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ship-letter&amp;lt;/code&amp;gt; is a letter from the player&amp;#039;s current scan table. The command resolves that letter to a live [[Ship slot|ship slot]] and stores the slot, not the letter. The target must be detectable when the lock is established. A bare &amp;lt;code&amp;gt;LOCK&amp;lt;/code&amp;gt; clears the stored target.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
SCAN SHIP A&lt;br /&gt;
LOCK A&lt;br /&gt;
TORPEDO @&lt;br /&gt;
SCAN SHIP @&lt;br /&gt;
LOCK&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This scans A, locks that ship, fires a torpedo using the stored target, scans it again through the lock, and finally releases the lock. The intervening commands still perform their ordinary range and equipment checks.&lt;br /&gt;
&lt;br /&gt;
== Using @ ==&lt;br /&gt;
&lt;br /&gt;
Both classic 3.2e and ge-next accept &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; as the target argument for [[Torpedo command|TORPEDO]] and [[Missile command|MISSILE]]. [[Scan command|&amp;lt;code&amp;gt;SCAN SHIP @&amp;lt;/code&amp;gt;]] also works in classic 3.2e through the common lookup routine; ge-next documents it explicitly. &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; refers to the saved slot, so a target&amp;#039;s current scan letter need not be looked up for every command. It does not supply an automatic firing solution. Guided weapons still need a working launcher, ammunition, and a valid target within their own fire-control conditions.&lt;br /&gt;
&lt;br /&gt;
Standard [[Phasers|phasers]] do not aim with &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt;: they fire on a relative bearing and can strike more than one ship. In ge-next, an explicit lock can nevertheless signal an intentional attack on a teammate or a ship in distress, overriding those protections for applicable phaser fire.&lt;br /&gt;
&lt;br /&gt;
== Feedback and command restrictions ==&lt;br /&gt;
In classic 3.2e, setting or releasing a lock does not notify the target. A command using &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; fails if the stored target is no longer valid; see [[Locks#Classic 3.2e|Locks]] for when classic checks and clears that target.&lt;br /&gt;
&lt;br /&gt;
In ge-next, first locking another user&amp;#039;s ship warns that user immediately. Repeating &amp;lt;code&amp;gt;LOCK&amp;lt;/code&amp;gt; on the same ship does not send another warning. A bare &amp;lt;code&amp;gt;LOCK&amp;lt;/code&amp;gt; informs a still-active target that the lock has been released, while the locking player may receive a &amp;#039;&amp;#039;Scanner lock lost!&amp;#039;&amp;#039; notice when ship-state maintenance releases it. Later scans of a target already locked by the scanner do not repeatedly announce themselves to that target.&lt;br /&gt;
&lt;br /&gt;
A cloaked ship cannot establish a new lock in ge-next. Moderate jamming can make an attempt fail, while heavier jamming prevents it outright. A target hidden by cloak or nebula conditions cannot be newly selected. If an existing lock survives brief concealment, &amp;lt;code&amp;gt;SCAN SHIP @&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TORPEDO @&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;MISSILE @&amp;lt;/code&amp;gt; must still pass their normal visibility and weapon checks. For how long locks persist, why they expire, and what the enhanced-lock upgrade adds, see [[Locks]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[MBMGEHLP.MSG#HELP_LOCK|Classic HELP LOCK]]&lt;br /&gt;
* [[Locks]]&lt;br /&gt;
* [[Scantab]]&lt;br /&gt;
* [[Scan command]]&lt;br /&gt;
* [[Torpedo command]]&lt;br /&gt;
* [[Missile command]]&lt;br /&gt;
* [[Phasers]]&lt;br /&gt;
* [[Classic bug: Stale scantab and lock state]]&lt;br /&gt;
&lt;br /&gt;
{{GE navigation}}&lt;br /&gt;
[[Category:Commands]]&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Scanning]]&lt;/div&gt;</summary>
		<author><name>CodexBot</name></author>
	</entry>
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