acc Posted January 31, 2014 Share Posted January 31, 2014 yeah, i want it too. cool feature Link to comment Share on other sites More sharing options...
MSD Posted January 31, 2014 Share Posted January 31, 2014 I've someone knows how to properly load a part to a KerbalEVA prefarb, than this mod can life again, until that the code just keeps getting random null reference exceptions, spamming the console. Link to comment Share on other sites More sharing options...
CalculusWarrior Posted March 12, 2014 Share Posted March 12, 2014 I would love it if some kind modder was able to revive this mod, update it for .23, etc! Link to comment Share on other sites More sharing options...
Helix935 Posted March 12, 2014 Share Posted March 12, 2014 i wish i could but i have no skill with plugins nor coding because all i am loaded with are ideas and some minor modeling abilityhmm maybe i can show this to someone with the necessary skill... Link to comment Share on other sites More sharing options...
Unteknikal Posted March 12, 2014 Share Posted March 12, 2014 i wish i could but i have no skill with plugins nor coding because all i am loaded with are ideas and some minor modeling abilityhmm maybe i can show this to someone with the necessary skill...Bump it till the end of time! Link to comment Share on other sites More sharing options...
Fel Posted March 16, 2014 Author Share Posted March 16, 2014 (edited) **** METHODS ****<<<KerbalTeamAI>>>Collections.IEnumerator Start H ()Void SetupFSM H ()Void FixedUpdate H ()Void Update H ()Void LateUpdate H ()Void OnVesselActive P ()Void FindTeam P ()Boolean isTeamLeader P ()Boolean isTeamMember P () **** FIELDS ****<<<KerbalTeamAI>>>KerbalEVA eva PKerbalTeamAI leader PCollections.Generic.List`1[KerbalTeamAI] team PA grab from 0.23: Perhaps, no?The issue is more so "what is the best way to do this" and well... I think I'll have to use reflection to break intoPartModuleList (unprintable ASCII characters) H*Yes, it really is named " ", some kind of scrambling that mono doesn't afford me and I don't care enough to learn how to do it.Or I could brute force it by awakening the part. Ian (Module Fuel Tanks) has a bruteforce way of calling "Awake" via reflections. Or I think that adding it as a gameobject (Reading Unity References revealed that "Awake" is called by unity, so yeah) will do it as well, it's just that it is "brute force" and I don't know what kind of issues that could cause.Eitherway, I can say that currently there are 4 modules attached to the KerbalEVA part (KerbalEVA, ModuleScienceExperiment, ModuleScienceExperiment, ModuleScienceContainer) which indicates that the core should still be there, (In theory again, If you awake a module then add it... it "might" work. I recall doing several bruteforces until I settled on the method used here).*Right now, I'm really just working on getting the EVA_LifeSupport working again; but as I understand, it is the same problem between the two of them. Edited March 16, 2014 by Fel Link to comment Share on other sites More sharing options...
DasBananenbrot Posted March 16, 2014 Share Posted March 16, 2014 Wait...So you are back again ? Can we expect an update? Link to comment Share on other sites More sharing options...
Fel Posted March 16, 2014 Author Share Posted March 16, 2014 (edited) I've someone knows how to properly load a part to a KerbalEVA prefarb, than this mod can life again, until that the code just keeps getting random null reference exceptions, spamming the console.... okay wth.I spent the past few hours slowly trying to get the prefab to "correctly load" a partmodule (I don't really use C# or "Reflection" that much, and I tried figuring out from reference first so... yeah). Type PartType = Type.GetType("Part, Assembly-CSharp"); foreach (FieldInfo m in PartType.GetFields(BindingFlags.Instance | BindingFlags.NonPublic)) { if (m.FieldType.ToString() == "PartModuleList") { m.SetValue(part, new PartModuleList(part)); part.AddModule("ModuleName"); break; } }But the age old try {part.AddModule("ModuleName");}catch{}Still works :SIn fact, it is exactly what you're currently using as I just downloaded your source to patch that in, and then found it was already working.Err, so what was the problem? What broke? Just need to recompile it?Wait...So you are back again ? Can we expect an update?I was just trying to patch it into "working order" for MSD, but now I'm confused as it doesn't seem to be "broken".https://www.dropbox.com/s/nyjb662pnc07ykc/EvaFollowerX.zip(Attributes to MSD as this IS entirely his code and all I did was compile the thing)I mean, they follow... the code is attached to each Kerbal, after that it's just algorithms and programming? Edited March 16, 2014 by Fel Link to comment Share on other sites More sharing options...
Helix935 Posted March 16, 2014 Share Posted March 16, 2014 Yay its alive Link to comment Share on other sites More sharing options...
Helix935 Posted March 19, 2014 Share Posted March 19, 2014 https://www.dropbox.com/s/nyjb662pnc07ykc/EvaFollowerX.zipso wait is that an update or a source?sorry about double post Link to comment Share on other sites More sharing options...
CalculusWarrior Posted March 19, 2014 Share Posted March 19, 2014 Hooray! I can confirm that this works! (I guess that no one had bothered to try the update )One question. It appears that Fel, the original author of the mod, had added buttons to Tighten/Loosen your formation; is there any hint of them in the code? Because they don't appear on the kerbals... Link to comment Share on other sites More sharing options...
Javster Posted March 22, 2014 Share Posted March 22, 2014 Doesn't seem to work for me... Link to comment Share on other sites More sharing options...
Pachi3080 Posted March 29, 2014 Share Posted March 29, 2014 It works for me Link to comment Share on other sites More sharing options...
Helix935 Posted April 4, 2014 Share Posted April 4, 2014 does this still work and is Fel still working on this? Link to comment Share on other sites More sharing options...
Sgt. Cookie Posted April 19, 2014 Share Posted April 19, 2014 I can confirm that, yes, it does work. Kinda wish that the followers would mimic your actions, EVA packs, running, etc, rather than just sedately trudge along.Sadly, unless someone else picks this mod up, that will never be fulfilled. Ah well, as it stands, it's good.May this mod never break! Link to comment Share on other sites More sharing options...
The Destroyer Posted May 6, 2014 Share Posted May 6, 2014 Yeah, I'm sad that kerbals no longer run Link to comment Share on other sites More sharing options...
Victus Posted June 27, 2014 Share Posted June 27, 2014 This worked initially but now the Kerbals wont follow me. Such a shame as this looked awesome. Link to comment Share on other sites More sharing options...
Talavar Posted July 24, 2014 Share Posted July 24, 2014 Trying to get a skilled modder to pick up a revival of this mod. Link to comment Share on other sites More sharing options...
Lilleman Posted August 28, 2014 Share Posted August 28, 2014 Still any interest in this mod? Because it work on 0.24 using the source in first page.I can take a look at it if the author does not maintain it anymore. Link to comment Share on other sites More sharing options...
Lilleman Posted August 28, 2014 Share Posted August 28, 2014 (edited) I updated MSD's work for 0.24.2.I did make a small change in the code, because of an optional argument problem, but nothing important.Didn't really test this anywhere but the launchpad, I don't know yet if this work on moons or other planets.Sources are included in the zip file. Edited August 28, 2014 by Lilleman Link to comment Share on other sites More sharing options...
ahappydude Posted August 28, 2014 Share Posted August 28, 2014 Cheers for reviving it! _) Link to comment Share on other sites More sharing options...
CalculusWarrior Posted August 28, 2014 Share Posted August 28, 2014 Fantastic! I do so love this mod; making a legion of kerbals run around the KSC is so much fun. Link to comment Share on other sites More sharing options...
ahappydude Posted August 28, 2014 Share Posted August 28, 2014 Hmm.. I wonder if you can use this with the burntogether plugin ;=) Link to comment Share on other sites More sharing options...
MSD Posted August 30, 2014 Share Posted August 30, 2014 (edited) This mod idea is awesome, sad part is that I'm not experienced enough with unity, so the trick of loading the mod was horrible, it resulted in a lot of bugs and nullreferenceexceptions. The reason I forked the code was to tweak some of the animation problems and the fact it didnt work on the mün, not to actively develop it. Should I?Thanks Lilleman for patching it for 24.2! Edited August 30, 2014 by MSD Link to comment Share on other sites More sharing options...
pauldbk99 Posted November 16, 2014 Share Posted November 16, 2014 Does this work for 0.25? Link to comment Share on other sites More sharing options...
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