Jump to content

Adding PQS to Jool


Recommended Posts

Hey Guys!

I'm looking at adding a PQS to Jool to manage things, but can't seem to figure out how to do it. I've tried a variety of permutations, and to give a glimpse of what I've tried:

qs = (PQS)cb.transform.gameObject.AddComponent(typeof(PQS));
PQSMod_CelestialBodyTransform cbt = (PQSMod_CelestialBodyTransform)cb.transform.gameObject.AddComponent(typeof(PQSMod_CelestialBodyTransform));
cb.pqsController = pqs ;
GameObject go = new GameObject();
PQSCloudTest lcc = (PQSCloudTest)go.AddComponent(typeof(PQSCloudTest));
cbt.body = cb;
cbt.deactivateAltitude = 200000;
go.transform.parent = pqs.transform;

Any ideas?

Thanks!

Link to comment
Share on other sites

I haven't experimented with this sort of thing yet, but I'd say your best bet is to look at how Krag adds new planets, because by definition that's creating a PSystem object, a CB, and a PQS.

That's what I was afraid of. The thing is, from what I could tell, the bodies were simply cloned and then the parameters modified. So those are setup with all sorts of things we don't really need and may interfere.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...