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set_ship_text

Page history last edited by Ryan McMullan 3 years, 1 month ago Saved with comment

The set_ship_text mission scripting command can be used to change various text properties of an existing named object.  Contrary to what the name of the command implies, this can be applied to more than just ships, but typically can only change their name.  The value of any optional attribute that is omitted will not be changed.

 

Attribute

Valid Values

Optional?

Description

name

text 

 

Name of object to update.  This can be any type of named object.

newname

text 

Optional

Name to change it to.

race

text

Optional

Text of race.  Only applies to enemies, neutrals, and generic meshes.

class

text

Optional

Text of class.  Only applies to enemies, neutrals, and generic meshs.

desc

text

Optional

Description the science console sees after one scan.  Only applies to enemies, neutrals, and generic meshes.

scan_desc

text

Optional

Description the science console sees after two scans.  Only applies to enemies, neutrals, and generic meshes.

hailtext

text

Optional

Text this ship will reply with when comms "hails" them.  Only applies to neutrals.

 

The following table explains attributes of various types of named objects:

Type  Name visible? Scannable? Scan Description Editable Hailable?
station  Y No, description visible at Scan Level 0 No -
player  No, description visible at Scan Level 0
No -
enemy  Y* Both first and second -
neutral  Y* Both first and second Y (if same side)
anomaly  always "ANOM" Y (Level 1 only) No -
blackHole  N/A -
monster  Initially "ZZ", then Name No -
genericMesh Y Y Both first and second -

* Enemy or Neutral ships that are on the same side as the player start at Scan Level 2 and can't be scanned any further.

 

 

Comments (1)

Starpathia said

at 3:19 pm on Jun 11, 2013

name and newname attributes are for TEXT STRINGs, and therefore do not support variable substitution.

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