| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

set_named_object_tag_state

Page history last edited by nschlein@... 2 years, 7 months ago Saved with comment

The set_named_object_tag_state mission scripting command updates the tag detected state for an enemy or neutral (including bases).  For monsters, instead use set_monster_tag_data.  No other named objects support tags.   The actual text viewable on the science console is not configurable, it is either "Tag detected" or absent.

 

Attribute

Valid Values

Optional?

Description

name

text 

Either use name or use_gm_selection, but not both

 

Name of enemy or neutral.

use_gm_selection

anything (value is ignored)

Use GM selected object.

tagged

integer

Optional

If non-zero or absent, the tag state of the object will be set to TRUE, otherwise FALSE.

tagSourceSide 0-31 (integer) Optional  Side value that hit the object with the tag.

tagSourceName

text

Optional*

 

(*Required test for if_object_tag_matches)

Tag source.

 

Examples

To set "Tag detected" to be displayed on enemy or neutral X01:

<set_named_object_tag_state name="X01" />

 

To clear "Tag detected":

<set_named_object_tag_state name="X01" tagged="0" />


NOTES (tested in 2.7.5)
1. Objects can only have one tag at a time.
2. Regardless of game settings, a tag renders objects visible at any range and inside of nebulae for ships on the same side value as the tag.
3. Bases can be tagged and tested with if_object_tag_matches, this status does not display on the Science screen. 

Comments (0)

You don't have permission to comment on this page.