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(Config) Making 2 mods cooperate


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1.) Is there any truly official reference regarding the config file? I've seen some tuorials. But I think what I'm trying to do goes deeper and may not be possible without coding.

2.) I've been digging in the .cfg's for various parts in USI's various mods. (MKS, FTT, so far) I'm trying to make them work with Restock. I did whitelist the stock drill model but I want to have the ReStock animation, sounds, and model with the MKS functionality.

I did some simple part regrouping moving them to a new directory and blacklisted it in ReStock. I noticed some of the FTT parts I like... FTT.SAS.500 for instance, used scaled up versions of blacklisted models and pointed them to restock models.... Then I thought of the above. I also plan on integrating the nuclear reactors from NFT to behave more like MKS resource-wise. The later seems kinda simple. (Add Resource and RescourceConverter nodes?) Back to the drill though....

I pointed the MKS drill to the ReStock model. This resulted in the drill automatically extending when I attach it in VAB; also when placed on launchpad. The menu also changed. "Deploy/Retract" is no longer toggled on one button but on two buttons separating the two states. They do not do anything except disappear if I click them. I'm wondering it it only has to do with the `ModuleAnimationGroup` node?

The MKS node:

	MODULE
	{
		name = ModuleAnimationGroup
		deployAnimationName = Drill_Deploy
		activeAnimationName = Drill_Running
		moduleType = Drill
	}

The ReStock node:

  @MODULE[ModuleAnimationGroup]
  {
    @deployAnimationName = Deploy
    @activeAnimationName = Drill
    deployEffectName = Deploy
    activeEffectName = Active
    retractEffectName = Retract
    stopActiveAnimIfDisabled = true
  }

Is there anyway for me to point the MKS drill to the ReStock animation? Or can I.... make a new part in ReStock that picks up MKS functionality? (Although I prefer former route... seems like it would require less effort.) Is there any significance to the `@`? (Kinda circles back to an official cfg reference)

Thanks.

Edited by NadenH
Clarification on points
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Hmmmm.

I guess I supposed that if these were function calls they would not have global scope. However they apparently do. The following does allow the MKS drills to function and seemingly behave properly with the ReStock mesh:

	MODULE
	{
		name = ModuleAnimationGroup
		deployAnimationName = Deploy
		activeAnimationName = Drill
		moduleType = Drill			//hmmm
		deployEffectName = Deploy
		activeEffectName = Active
		retractEffectName = Retract
		stopActiveAnimIfDisabled = true
	}
	EFFECTS
	{
		Drill
		{
			MODEL_MULTI_PARTICLE
			{
			// .... The remainder of the EFFECTS module copied from the ReStock config

 

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Hi NadenH,

 

On 1/30/2020 at 9:34 PM, NadenH said:

Is there anyway for me to point the MKS drill to the ReStock animation?

The animation is contained in the model.mu file. Do you mean you want to add the USI_Harvester module to the restock part so you can mine resources with that drill?

I have not used Restock so I am unfamiliar how it is set up.

 

Here is some info on the ModuleAnimationGroup since you are referencing MKS. Some information is not complete.

https://github.com/UmbraSpaceIndustries/MKS/wiki/Modules

This is for the KSP wiki which may help with some modules.

https://wiki.kerbalspaceprogram.com/wiki/Module

 

To read up on what the @ symbol does and making patches here is the Module Manager handbook.

https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook

I hope these links will help you make the changes you want.

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3 hours ago, Barar said:

...To read up on what the @ symbol does and making patches here is the Module Manager handbook.

...

You have no idea how much easier (I think) you just made my life. I've been going into individual config files and changing things around. Maintenance nightmare. This seems like a God send.

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