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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Try changing the name locally. I wonder if it is still using the global metadata
  2. In a future version I'd like to be able to add a number of separtrons to the top of the tank, and then I'll have this problem. But for now, I just want to have the module functioning properly
  3. For anyone interested, here is a test rebuild of the decompiled version for 1.3: https://www.dropbox.com/s/uqluoa13ivefebc/OLDD.zip?dl=0 Please let me know of any problems. Thanks
  4. The decoupler references a node, which is known. I'm not creating a part, just adding a part module
  5. Weird! My issue is that I have the first part module which has a PAW, in the editor, which, when you click, creates the module decoupler. So, I guess that would run in the on GUI event, maybe I need to change that to set a flag and then run during the update. At least it's something to try. Thank you
  6. This has been revived here, updated for 1.3:
  7. I already did that without a comet.
  8. This is a CKAN problem, unrelated to the new release. Restart CKAN, when you get the exception, hit "Continue", then hit refresh again. Beyond that, go to the CKAN thread
  9. I still doubt that number. Not counting patches which a person wrote for themself, I stand by my original number. look at Spacedock, Curse, and this forum.
  10. You are joking, i hope. The number of mods is in the low to mid thousands, not hundreds of thousands. and it is possible to write mods without decompiling the code. I should know, I do it.
  11. I am trying to add a ModuleDecouple to a part programmatically to a part. It's not working, but I don't know why. This is a new part module I'm writing, which will add a ModuleDecouple at edit time based on the user's input. What I'm doing is adding the ModuleDecouple component to the part gameObject, and then adding the new module the the part.Modules. It appears to work, but staging isn't updated, and when I trigger it in flight, I hear the decoupling sound but nothing happens. Suggestions are welcome (obviously). The code I'm using follows. It is probably trying to do too much, but I've been trying everything I can find: decouplerModule = this.part.gameObject.AddComponent<ModuleDecouple>(); this.part.Modules.Add(decouplerModule); decouplerModule.enabled = true; decouplerModule.ejectionForce = ejectionForce; decouplerModule.explosiveNodeID = explosiveNodeID; decouplerModule.overrideStagingIconIfBlank = true; decouplerModule.stagingToggleEnabledEditor = true; decouplerModule.staged = true; decouplerModule.SetStaging(true); decouplerModule.UpdateStagingToggle(); decouplerModule.stagingEnabled = true; this.part.UpdateStageability(true, true);
  12. Danny hasn't been around for about a month. That's not enough time for me to consider adopting the mud. However, I am keeping my eye on this. Just an FYI for everyone, the code on GitHub is not the latest, it doesn't match what's on spacedock. This will make the job of potentially Reviving this mod and updating it to 1.3 that much more difficult since Denny seems to have decided to ignore the requirements of squad.
  13. Thanks. But I needed a way to report in Kaptain's Log whether something is landed, or flying, and to avoid multiple reports; ie: a rover on a low gravity world is not flying when it leaves the ground (flying from a reporting point of view)
  14. New release, 1.4.9.1: Added MM patch to add mod AutoAction function to External Command Seat-like parts. Thanks @Jacke
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