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Showing results for tags 'veselmodule'.
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Alright, first a bit of background for context. I am redoing my AGX mod pretty much from the ground up to use the New UI and VesselModuels to significantly steamline how it works. However I want to use the same GUI objects in the VAB as well as in flight which gives a problem because there is no "VesselModule" I can hook up to in the editor. How I have done this previously is I made a data holding object that I passed to the GUI window's instantiate method and so it didn't matter what scene I was in, I was making the object I passed myself so I could keep it consistent across game scenes. Now, I'm trying to get away from having to do that and just directly pass the object I am using, but in flight I'm going to be working inside a VesselModule which causes issues in the editor as there is no VesselModule present. I can think of 3 options: 1) Instantiate a fake VesselModule in the editor somehow and use that. 2) Code my GUI instantiate to take multiple input types so it takes VesselModule in flight and something else in Editor (probably a custom data object). 3) Code my GUI instantiate to take a middle-man data object so it doesn't care what scene I'm in, my scene specific code takes care of the problem. I have a pretty good idea how to do #3, think I know how to do #2 and wouldn't know where to start on #1. However #3 is also the most complicated to implement, I'd really like to do #1 but don't have a clue how at the moment. Note I don't need any of VesselModule's abilities or uses, I just need an object I can pass to my GUI. Thoughts? D.