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Showing results for tags 'traits experienceeffects'.
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Hello all! I'm currently working on a mod similar to RabidNinjaWombat's Civilian Population. In his mod, he used civilians as a resource, similar to liquid rocket fuel, mono prop. I believe that was because originally there were no tourists and that was his workaround. However, now we have different classes of Kerbals (crew/tourist). Ideally, my class would be uncontrollable directly by the player (similar to a tourist), but would have attributes that I could modify (such as being a geologist, or accountant) which would be able to interact with parts of the game (mining speed and income over time, respectively). In addition, it would not spawn naturally, but only if the player chooses to spawn it within the station. Though if it is impossible to do otherwise, I would be OK with allowing them to spawn in the roster. Looking through @rabidninjawombat's code, I noticed that ProtoCrewMember.KerbalType assigns the type of Kerbal as crew when the Kerbal is generated . However, since it is an enum, I don't believe it can be modified at runtime. Is that correct? Alternatively, I noticed in [KSP Path]/GameData/Squad/Experience, there is Traits.cfg which I believe belongs to ProtoCrewMember.KerbalType.Crew (again, from @rabidninjawombat's code). This looks like it stores the different types of Kerbal crews (Scientist/Engineer/Pilot) as well as the different effects. However, I cannot find details about this in the API documentation. Is the Scientist/Pilot/Engineer also an enum and therefore unable to be modified? Or is there a class that is called at some point that looks at all of the classes available? Or would I be better served in keeping the civilian/contractor Kerbals as a resource and converting them through that?
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