tomf

Spawn a dead kerbal

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I'm looking for a way to spawn a dead kerbal or kill an existing one.

The scenario is:

Frank is out on EVA, a trigger occurs and then

  1. The active vessel is snapped to another vessle
  2. it becomes impossible to make frank the active vessel, or Frank is replaced with something that looks like a kerbal in a space suit but doesn't behave like one.

Does anyone have ideas of how it could be done? I'm wondering if the same mechanism that makes rescue kerbals unfocusable before you get within physics distance of them could be used to make a kerbal uncontrolable until you get with say -1m of them.

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On 4/19/2018 at 1:44 PM, tomf said:

I'm looking for a way to spawn a dead kerbal or kill an existing one.

The scenario is:

Frank is out on EVA, a trigger occurs and then

  1. The active vessel is snapped to another vessle
  2. it becomes impossible to make frank the active vessel, or Frank is replaced with something that looks like a kerbal in a space suit but doesn't behave like one.

Does anyone have ideas of how it could be done? I'm wondering if the same mechanism that makes rescue kerbals unfocusable before you get within physics distance of them could be used to make a kerbal uncontrolable until you get with say -1m of them.

Totally possible to do depending on your coding skills 

Easy solution is to allow a player to focus on the kerbal to be rescued but have a part module attached to the kerbal that forces it to stay in a ragdoll state until you accomplish whatever it is you want the player to accomplish

The more in depth approach would be to have a list of vessels that you create which excludes the kerbal you want to deny control of (doable), hijack the switch vessel function (doable) and then reassingning the switch vessel buttons to your list which essentially removes the kerbal from the players control

I'm already doing the more in depth approach in OrX ... if you have any questions feel free to ask :)

Edited by DoctorDavinci

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