faulk_wulf Posted May 17, 2015 Share Posted May 17, 2015 I was wondering how you make a new EFFECT in EXPERIENCE_TRAIT in Traits.cfgI know how to make a new class / trait:EXPERIENCE_TRAIT{ name = Commander title = Commanders desc = Commanders are veteran pilots. EFFECT { name = AutopilotSkill } EFFECT { name = RepairSkill }}But how do I make a new effect? For that matter, are there other effects available we don't know about? Let's say I wanted to make a Miner or Geologist. (So that I could make a MM-patch for mining equipment to require a Miner or Geologist, just for sake of example.) Or anything else a plug-in, patch, or any other mod might hook into.The closest answer I found on my own was: http://forum.kerbalspaceprogram.com/threads/103664-How-do-the-new-EFFECT-modules-workBut it never received any response. However, from the post I gather I need to code the effect in C#, compile it to a *.dll, and put it into GameData? (ie: I need to write a plug-in?) Where do I start? I'm not bad at reverse-engineering example code, documentation, etc. I just can't find any.Any help, opinions, etc are more than welcome.Thanks. Link to comment Share on other sites More sharing options...
stupid_chris Posted May 17, 2015 Share Posted May 17, 2015 You could take a look at the source from taniwha's Extraplanetary Launchpads, he actualy does add custom effects I believe. Link to comment Share on other sites More sharing options...
simon56modder Posted May 26, 2015 Share Posted May 26, 2015 I believe you can find an example from taniwha's Extraplanetary Launchpads here :The PartModule he made for his XP trait : https://github.com/taniwha-qf/Extraplanetary-Launchpads/blob/a38adaf4131ccc97d192403f5303e937b967e821/Source/Workshop/Workshop.csThe Experience effect class : https://github.com/taniwha-qf/Extraplanetary-Launchpads/blob/a38adaf4131ccc97d192403f5303e937b967e821/Source/Workshop/ConstructionSkill.csBy the way your mod idea seems really nice Link to comment Share on other sites More sharing options...
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