[skip|else] if [not]|while [not]| = The possible 'Conditional' statements that can be used with this command.
<RetVar/IF> = Use a variable, if the command should return information. If a variable is used, the command will return 1 on success and 0 on failure.
<RefObj> = The passenger you want to move to the ship <Var/Ship>.
<Var/Ship> = The ship you want to move the <RefObj> to.
<Var/Boolean> = A [TRUE] or [FALSE] value to set the passenger as pilot or not.
This will move the as <RefObj> selected passenger to the as <Var/Ship> selected ship. It will set the passenger as pilot of that ship, if <Var/Boolean> is [TRUE].
If the passenger should be moved to another ship (<Var/Boolean> is [FALSE]), the ship needs an installed Cargo Lifesupport System, at least transport class M and at least 6 units free cargo space (8 for VIPs). However it doesn't have to meet these requirements, if the passenger should be set as pilot of that ship. The pilot's race determines the race id of the ship. In other words if you set an argon passenger as pilot of a ship it will be displayed as argon on the sector map.
With the help of the <RetVar/IF><RefObj> create passenger in ship: name=<Var/String> race=<Var/Race> voice=<Var/Number> face=<Var/String>?-command it is possible to create pilots with specified attributes.
$passenger = [PLAYERSHIP] -> create passenger in ship: name=null race=Argon voice=null face=null
$target = get player tracking aim
= $passenger -> move passenger to ship $target: set passenger as pilot=[TRUE]
$target -> set race logic control enabled to [FALSE]
This will create an argon passenger on the playership and set him as pilot of the player's target. Line 4 will prevent the GOD engine from destroying the ship due to possible missing scripts on it.
If a passenger is set as pilot of a ship, the scripts on that ship will continue to run (unless they check the pilot). This is important to know as with a different pilot's race than the original one the relations to other races (inlcuding the player) of that ship / pilot will change. Also other ships that might follow or protect that ship will continue doing it.
If you set a passenger (which race isn't 'Player') as pilot of a ship, which currently does nothing, the GOD Engine will probably remove (destroy) that ship from the game. To prevent this you should disable the race logic on that ship, as in line 4 of the example above.
<RetVar/IF><RefObj> create passenger in ship: name=<Var/String> race=<Var/Race> voice=<Var/Number> face=<Var/String>?
<RetVar/IF><RefObj> add pilot of ship <Var/Ship> as passenger: disable ship=<Var/Boolean>
- »» Trade Commands
- »» Passengers
<RetVar/IF><RefObj> move passenger to ship <Var/Ship>: set passenger as pilot=<Var/Boolean>
- »» Passengers