|Syntax||(objGateTo obj node entrypoint [effectID])|
|Argument List||obj: The spaceObject you want to gate somewhere.
node: The node id of the system you want to gate to.
entrypoint: The label in the system you want to go to. This label can be hardcoded in xml, or usually one of the two labels Inbound/Outbound can be used.
[effectID]: The UNID of the effect you want to use when you gate.
|Returns||True. This return value can mostly be ignored|
|Description||Gates the spaceObject to whatever system you want. The 'entrypoint' is a bit tricky, since it must be hardcoded in the systems xml description to be used here. If there is a gate leading into the system, "Inbound" can usually be used, if there is a gate leading out, "Outbound" can be used. The list returned from sysGetStargates contains valid labels.|
(objGateTo gPlayerShip "Elysium" "Start" &efStargateOut;)
Gates the player ship to Elysium and puts the ship at the start label.
|Comment||Fairly obvious function but can be used to mimic stargates. It requires the use of a valid label, which can be a bit clunky to get. Dynamic labels would be a big addition...|
|Mod of the Month (March '17)|
|Drake Technologies Alpha for 1.7|
|[Pre-Alpha] Oracus and Domina I: The March of the Heretic|
|Transcendence 1.7 XML _Source|