Jump to content

Search the Community

Showing results for tags 'moduleanimategeneric'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

  • Developer Articles

Categories

  • KSP2 Release Notes

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 2 results

  1. I have a custom part (weldment) that I'm upgrading from KSP 1.1.3 to 1.2. It includes a mediumDishAntenna mesh from the stock DTS-M1, and looks something like this: PART { name = Hopper-Mk4-RightPylon module = Part .... // Mesh for antenna MODEL { model = Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna position = 0.677, -0.059, -0.252 scale = 1, 1, 1 rotation = 90, 135, 0 } .... // This was needed for KSP 1.1.3 (and furthermore, had to be the first module // present in the part file, otherwise the deploy animation would not play on // data transmission) MODULE // Commenting out this module breaks things in KSP 1.2 ?! { name = ModuleAnimateGeneric animationName = Deploy isOneShot = false startEventGUIName = Extend Antenna endEventGUIName = Retract Antenna actionGUIName = Toggle Antenna allowAnimationWhileShielded = False } .... MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = AntennaHolster raycastTransformName = AntennaHolster animationName = Deploy } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.35 // was 1.35 packetSize = 2 // was 4 packetResourceCost = 12 // was 24 requiredResource = ElectricCharge antennaPower = 2000000000 DeployFxModules = 0 antennaCombinable = True } .... } I'm trying to upgrade it from ModuleAnimateGeneric to ModuleDeployableAntenna, but as soon as I remove ModuleAnimateGeneric, I get the following aberrant behavior: The antenna automatically starts to open as soon as you pick it up off the toolbox The buttons for deploy / retract don't appear when you right-click the part Any ideas? Here is the full part file if needed:
  2. I'm curious how ModuleScienceExperiment is wired up to animations. Stock science experiment parts like the Mystery Goo Containment Unit have two modules as illustrated below. I've learned through experimentation that the first (ModuleAnimateGeneric) provides an action button on the part's right-click menu (at least in the VAB, and usually after launch) that triggers the animation. For the Goo, the button is labeled "Deploy". I've also determined animationName points the game to the relevant animation in the mu file. Similarly, ModuleScienceExperiment includes button labels that show up on the part's right-click menu (e.g. "Observe Mystery Goo"). And when you perform the science experiment in the game by clicking the button, the animation is triggered (start animation, then end animation). However the module is missing any reference to an animation name. I'm wondering how the game determines which animation to run. Is it always assumed parts with ModuleScienceExperiment will also have a ModuleAnimateGeneric, and is that how the game looks up the animation? I'm asking because I want to have a part with multiple ModuleScienceExperiment's and ModuleAnimateGeneric's. When I do that in my weldment, performing a science experiment doesn't trigger the animation (but the animations still run when using the buttons corresponding to the first module). MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle Cover } MODULE { name = ModuleScienceExperiment experimentID = mysteryGoo experimentActionName = Observe Mystery Goo resetActionName = Reset Goo Canister useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.3 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 usageReqMaskInternal = 1 usageReqMaskExternal = 8 }
×
×
  • Create New...