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Frement

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  1. Same goes for Vessel, only instances of Vessel have the ActionGroups property. If you're trying to modify the currently active vessel, you can use FlightGlobals.ActiveVessel.ActionGroups.SetGroup.
  2. You have described none of your problems, we can't help you until you provide better information.
  3. This is because // is considered a comment. Anything after // will be read as a comment, not a value.
  4. I already gave him a full code example, my master server. He didn't really bother to read it.
  5. He doesn't have any vessel spawning currently working as far as I know, since he asked how to load a vessel on the modding channel (IRC).
  6. You can implement OnApplicationQuit to your MonoBehaviour, then you'll get a chance to do stuff when KSP is closing.
  7. You need to add UnityEngine.dll and Assembly-CSharp.dll to your references. Visual Studio: http://msdn.microsoft.com/en-us/library/wkze6zky(v=vs.80).aspx MonoDevelop: http://stackoverflow.com/questions/6438122/how-can-i-add-a-reference-in-monodevelop And then you can use: using KSP; using UnityEngine; Or other namespaces contained in those assemblies. Assemblies are found in (use the correct path in your system): C:\Program Files (x86)\Steam\steamapps\common\KSP Development\KSP_Data\Managed
  8. Find the ModuleWheel module in the part(s) you want to apply brakes to, then do: module.BrakesAction(new KSPActionParam(KSPActionGroup.Brakes, KSPActionType.Activate));
  9. You can use a static class. When sound is playing, don't allow for another one to start.
  10. To emulate the function of TerminateCurrentFlight(), you could do this: public static void TerminateCurrentFlight() { foreach (ProtoCrewMember crewMember in FlightGlobals.ActiveVessel.GetVesselCrew()) { crewMember.rosterStatus = ProtoCrewMember.RosterStatus.AVAILABLE; } FlightState state = new FlightState(); if (state.activeVesselIdx != -1) { state.protoVessels.RemoveAt(state.activeVesselIdx); } GamePersistence.SaveFlightState(state, "persistent", HighLogic.SaveFolder, SaveMode.OVERWRITE); }
  11. I'm not sure I fully get what you want to do, but there are two methods available, which you should be able to use: RevertToLaunch() RevertToPrelaunch(GameScenes sceneToLoad)
  12. This thread was just posted a while ago, should cover a lot of the resources available to get started: http://forum.kerbalspaceprogram.com/showthread.php/41718-Can-someone-point-me-in-the-right-direction As for a complete beginner tutorial, haven't seen one.
  13. Here is a list of useful links: http://forum.kerbalspaceprogram.com/showthread.php/34013-0-20-PartTools-GameDatabase-and-new-features http://forum.kerbalspaceprogram.com/showthread.php/7529-Plugin-Posting-Rules-And-Official-Documentation?p=156430&viewfull=1#post156430 http://forum.kerbalspaceprogram.com/showthread.php/7544-The-official-unoffical-help-a-fellow-plugin-developer-thread?p=533405&viewfull=1#post533405 http://docs.unity3d.com/Documentation/ScriptReference/Transform.html http://docs.unity3d.com/Documentation/ScriptReference/GUI.Window.html https://github.com/Anatid/XML-Documentation-for-the-KSP-API
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