the sexp is very easy with you don't get the parameters messed up -- just replace the standard values with the ones you need
warp-effect
Causes a subspace warp effect at a given origin, facing toward a given location, with the given parameters.
Takes 12 arguments...
1: Origin X
2: Origin Y
3: Origin Z
4: Location X
5: Location Y
6: Location Z
7: Radius
8: Duration in seconds
9: Warp opening sound (index into sounds.tbl)
10: Warp closing sound (index into sounds.tbl)
11: Type (0 for standard blue [default], 1 for Knossos green)
12: Shape (0 for 2-D [default], 1 for 3-D)
with the parameters 1-3 you tell FRED where this warp-effect should "begin" ... says you are telling it from where it should point at its actual posistion which are being set by parameters 4-6 (it is treated like an ordinary placeable object here)
parameter 7 sets how large the effect should be
parameter 8 sets how long the effect should be displayed (longer display times cause longer opening/closing time -
unconfirmed)
parameter 9 and 10 are setting the sound of that thing - but you will never need to change that anyway
parameter 11: 0 sets it to be a standart blue warp-hole - 1 sets it to have that nice green color the knossos jumps in the FS2 campaign had
parameter 12: 0 for 2D or 1 for 3D effect
your sexp would look like this (could become more difficult if you got the gate orientated etc.)
- warp-effect
-- [gate's x coordinate]
-- [gate's y coordinate]
-- [gate's z coordinate] + 20
-- [gate's x coordinate]
-- [gate's y coordinate]
-- [gate's z coordinate]
-- 1000
-- 30
-- 69
-- 70
-- 1
-- 1