modding:function:objgateto
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objGateTo
Syntax | (objGateTo obj node entrypoint [effectID]) |
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Arguments | obj: The spaceObject you want to gate somewhere. |
node: The node id of the system you want to gate to. | |
entrypoint: The label in the system you want to go to. This label can be hardcoded in xml, or usually one of the two labels Inbound/Outbound can be used. | |
[effectID]: The UNID of the effect you want to use when you gate. | |
Returns | True. This return value can mostly be ignored |
Category | spaceobject |
Description | Gates the spaceObject to whatever system you want. The 'entrypoint' is a bit tricky, since it must be hardcoded in the systems xml description to be used here. If there is a gate leading into the system, “Inbound” can usually be used, if there is a gate leading out, “Outbound” can be used. The list returned from sysGetStargates contains valid labels. |
Example
(objGateTo gPlayerShip "Elysium" "Start" &efStargateOut;)
Gates the player ship to Elysium and puts the ship at the start label. Return to Functions list
modding/function/objgateto.txt · Last modified: 2014/12/27 04:40 by 127.0.0.1