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ModuleAnimationGroup


Caithloki

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they are slightly different than AnimateGeneric. 

You need two anim clips (1 for AniamteGeneric); One for deploy (KSP will reverse it for retract); and second, a looping animation, for while the drill is running. assign those clips to respective parameters in the part module same way you would with AnimateGeneric and you should be good to go.

There is a deactivateAnimName parameter, maybe it's for when you have a different retract animation. Don't see it used in any stock parts.

ActionName parameters are the names of the GUI buttons in Editor or Flight.

As for ModuleType, I don't know. I only see Drill or Scanner; but there maybe others.

Edited by nli2work
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Okay, I think I follow what you mean, currently what I have setup is the normal 90 frames for extend and 90 for retract, then 30 frames for a bounce of the drill head in action. So If I understand I do not need the retraction option just the extend and bounce?

That's for the response as well, I have been having trouble getting this all figured out and this was the next road block after the first one with not exporting animations correctly from Maya.

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if you don't specify a clip for deactivateAnimName; it appears KSP reverses the deploy animation automatically similar to AnimateGeneric. You could try specifying the clip for deactivateAnimName and see what happens. At worst the part won't load, you can remove the line from the config if that's the case. At best, you can use 3 distinct animations for a single drill/scanner part.

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Ah cool cool I will probably just stick with the reverse method the Module does, I was able to get the drill working (Well Kinda, the drill drills but does not get resources or heat up) in the game, thanks for the help.

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