steedcrugeon Posted October 31, 2016 Share Posted October 31, 2016 Is it possible to prevent an animation from playing with a dependency on another animation on the same part? A "you cannot perform 'this action' because 'XXX' is stowed" sort of thing. Here's what I'm proposing to do and I'm not sure if its possible through the current ModuleAnimateGeneric. On one single part have an unfurling/unpacking animation. Then once on the unpacked state there is a second animations nestled within which can be extended/ retracted only once the first one is fully deployed. The second animation cannot be actioned if the first animation 'deploying' is not in the 'deployed' position. Example 1: a compact satellite dish which has and extendable boom. The boom extension animation is a second animation which is only playable with the dish unpacked. (practical application for this would be that you can change the dish's properties dependent on the boom setting, I hi0-gain Tx with greater EC consumption and then a much lower state and EC consumption in the retracted mode. Example 2: a docking part on an extendable arm. but this is encased within a deployable part, the docking port is active in both retracted and extended positions but you can only extended or retract it with the deployable part extended/deployed. Link to comment Share on other sites More sharing options...
sarbian Posted November 2, 2016 Share Posted November 2, 2016 You need an other module to activate/deactivate the animation. Link to comment Share on other sites More sharing options...
steedcrugeon Posted November 2, 2016 Author Share Posted November 2, 2016 1 hour ago, sarbian said: You need an other module to activate/deactivate the animation. So this could be encompassed within Module'DeployablePart' or would I need to have a custom Module built upon it (like deployable solar panels are). for instance: MODULE { name = ModuleDeployablePart animationName = DeployDock editorAnimationSpeedMult = 0.5 // double the time it takes for the animation to play isBreakable = false isTracking = false } MODULE { name = ModuleDeployablePart animationName = DeployInternalDockingport // This is the animation that should not be able to play unless DeployDock is extended editorAnimationSpeedMult = 0.5 // double the time it takes for the animation to play isBreakable = false isTracking = false } So can we assume that, because of ModuleDeployablePart's protected attributes and properties, the second animation will not play if the colliders from the first animation are still in it's way? Link to comment Share on other sites More sharing options...
FreeThinker Posted November 3, 2016 Share Posted November 3, 2016 Correct, you need to create your own class of ModuleAnimateGeneric that derives from ModuleAnimateGeneric to get access to those. Link to comment Share on other sites More sharing options...
steedcrugeon Posted November 3, 2016 Author Share Posted November 3, 2016 7 hours ago, FreeThinker said: Correct, you need to create your own class of ModuleAnimateGeneric that derives from ModuleAnimateGeneric to get access to those. will have to write a .dll to implement this new class? is there any way could cheat and implement it say, through MM? Link to comment Share on other sites More sharing options...
sarbian Posted November 4, 2016 Share Posted November 4, 2016 Yes, you need a plugin and no MM does not do that. Link to comment Share on other sites More sharing options...
steedcrugeon Posted November 4, 2016 Author Share Posted November 4, 2016 7 hours ago, sarbian said: Yes, you need a plugin and no MM does not do that. Bugger, oh well. looks like I need to learn how to do that next then. Thanks for clearing things up. Link to comment Share on other sites More sharing options...
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