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
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Optional?
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Description
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name
|
text
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Either use name or use_gm_selection, but not both
|
Name of enemy or neutral.
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use_gm_selection
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anything (value is ignored)
|
Use GM selected object.
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tagged
|
integer
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Optional
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If non-zero or absent, the tag state of the object will be set to TRUE, otherwise FALSE.
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tagSourceSide |
0-31 (integer) |
Optional |
Side value that hit the object with the tag. |
tagSourceName
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text
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Optional*
(*Required test for if_object_tag_matches)
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Tag source.
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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.
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