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 |
Y |
No, description visible at Scan Level 0
|
No |
- |
enemy |
Y |
Y* |
Both first and second |
- |
neutral |
Y |
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 |
Y |
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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