global_Transport.scr

Dependencies

None.

Purpose

This is a wrapper for transporting AI in various ways.

How To Use

Refer to each functions description.

External Functions

entity globalTransport_In( theActor, spawnAtEntity, newTargetname, groupid, newGroupDeathThread, effectType )

Purpose:
Takes an existing AI, relocates and orients him to the spawnAtEntity's origin and angles, then performs the transporting beam in effects on him.

Returns:
Entity. The AI that is transported.

    Parms:
  • theActor (entity)
    The entity to relocate and transport in.

  • spawnAtEntity (entity)
    Takes this entites origin and angles, and applies them to the passed in actor.

  • newTargetname (string)
    This will become the actors new targetname after being transported. Use "" to not have it change the targetname.

  • groupid (float)
    This will set the actors groupid after being transported. Use -1 to not have it change the groupid.

  • newGroupDeathThread (string)
    This will set the actors groupd death thread after being transported. Use "" to not have it change the group death thread.

  • effectType (string)
    This is the beam in effect to use. Legal values are:

    • "Federation"
    • "Borg"
    • "Idryll"
    • "Romulan"
    • "Simple"

entity globalTransport_InAIOff( theActor, spawnAtEntity, newTargetname, groupid, newGroupDeathThread, effectType )

Purpose:
Takes an existing AI, relocates and orients him to the spawnAtEntity's origin and angles, then performs the transporting beam in effects on him. The AI of the actor will remain off.

Returns:
Entity. The AI that is transported.

    Parms:
  • theActor (entity)
    The entity to relocate and transport in.

  • spawnAtEntity (entity)
    Takes this entites origin and angles, and applies them to the passed in actor.

  • newTargetname (string)
    This will become the actors new targetname after being transported. Use "" to not have it change the targetname.

  • groupid (float)
    This will set the actors groupid after being transported. Use -1 to not have it change the groupid.

  • newGroupDeathThread (string)
    This will set the actors groupd death thread after being transported. Use "" to not have it change the group death thread.

  • effectType (string)this is the beam in effect to use. Legal values are:

    • "Federation"
    • "Borg"
    • "Idryll"
    • "Romulan"
    • "Simple"

globalTransport_Out( theActor, effectType )

Purpose:
Takes an existing AI and transports them out. Removes the actor in the process.

    Parms:
  • theActor (entity)
    The actor to transport out.

  • effectType (string)
    This is the beam out effect to use. Legal values are:

    • "Federation"
    • "Borg"
    • "Idryll"
    • "Romulan"
    • "Simple"

entity globalTransport_InAndSpawn( theActorType, spawnAtEntity, newTargetname, groupid, newGroupDeathThread, effectType )

Purpose:
Spawns the passed in tiki, relocates and orients him to the spawnAtEntity's origin and angles, then performs the transporting beam in effects on him.

Returns:
Entity. The AI that is transported.

    Parms:
  • theActorType (string)
    The TIKI file to spawn in and transport.

  • spawnAtEntity (entity)
    Takes this entity's origin and angles, and applies them to the passed in actor.

  • newTargetname (string)
    This will become the actors new targetname after being transported. Use "" to not have it change the targetname.

  • groupid (float)
    This will set the actors groupid after being transported. Use -1 to not have it change the groupid.

  • newGroupDeathThread (string)
    This will set the actors groupd death thread after being transported. Use "" to not have it change the group death thread.

  • effectType (string)
    This is the beam in effect to use. Legal values are:

    • "Federation"
    • "Borg"
    • "Idryll"
    • "Romulan"
    • "Simple"

entity globalTransport_InAiOffAndSpawn( theActorType, spawnAtEntity, newTargetname, groupid, newGroupDeathThread, effectType )

Purpose:
Spawns the passed in tiki, relocates and orients him to the spawnAtEntity's origin and angles, then performs the transporting beam in effects on him. The AI of the actor will remain off.

Returns:
Entity. The AI that is transported

    Parms:
  • theActorType (string)
    The TIKI file to spawn in and transport.

  • spawnAtEntity (entity)
    Takes this entity's origin and angles, and applies them to the passed in actor.

  • newTargetname (string)
    This will become the actors new targetname after being transported. Use "" to not have it change the targetname.

  • groupid (float)
    This will set the actors groupid after being transporterd. Use -1 to not have it change the groupid.

  • newGroupDeathThread (string)
    This will set the actors groupd death thread after being transported. Use "" to not have it change the group death thread.

  • effectType (string)
    This is the beam in effect to use. Legal values are:

    • "Federation"
    • "Borg"
    • "Idryll"
    • "Romulan"
    • "Simple"