Functions Documentation |
|
Name |
objGateTo |
Syntax |
(objGateTo obj node entrypoint [effectID]) |
Argument List |
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. |
Comment |
Fairly obvious function but can be used to mimic stargates. It requires the use of a valid label, which can be a bit clunky to get. Dynamic labels would be a big addition... |