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- Here follows a list of variables for various RemoteTech PartModules and their default value:
- ModuleRemoteTechSPU
- {
- //this PartModule is a subclass of moduleCommand and inherits both its variables and functions. There is however one other variable uniue to RemoteTech functionality:
- isRemoteCommand = false //sets whether the SPU will be recognized as a remote command module, if false, the SPU will merely be remote control
- }
- RemoteTechAntennaCore
- {
- //the superclass of all other antenna PartModules. The variables of this PartModule are also to be found in the following subclases.
- antennaName = Dish //which name the antenna has in the GUI/context menu
- dishRange = 0 // the module will only be recognized as a dish if this is above 0
- antennaRange = 0 // the module will only be recognized as an antenna if this is above 0
- EnergyDrain = 0 // how much energy will be drained per tick
- showStats = true // if true, the current range will be visible in the context menu
- showAntennaName = false // if true, the stats in the context menu will be prefixed with the antenna name
- showType = false // if true, the stats in the context menu will be prefixed with the antenna type
- }
- ModuleRTModalAntenna
- {
- //this partModule is a subclass of RemoteTechAntennaCore and so the methods and variables are inherited. Some variables will be overwritten though.
- Mode0Name = Mode0 // the name for mode 0 in both actionGroups and context menu
- Mode1Name = Mode1 // the name for mode 1 in both actionGroups and context menu
- ToggleName = Toggle // the name for mode toggle in actionGroups
- MasterOf0 = false // if true, the animation module will set mode 0 in all animation and mode PartModules on the same part when it itself is switched to 0
- MasterOf1 = false // if true, the animation module will set mode 1 in all animation and mode PartModules on the same part when it itself is switched to 1
- MasterOfLoop0 = false // if true, the animation module will set mode 0 in all looped animation PartModules on the same part when it itself is switched to 0
- MasterOfLoop1 = false // if true, the animation module will set mode 1 in all looped animation PartModules on the same part when it itself is switched to 1
- LoopLock = false // if true this locks all looped animation modules when this module is set to 0
- ModeLock = false // if true this locks all animation and mode modules when this module is set to 0
- willWakeInPanic = false // if true this module will force-set mode1 if the vessel looses control
- MinimumDrag = 0 // if this is above 0 the part drag will be overwritten on mode 0 with the partModule variables, and the variables + Dragmodifier on mode 1
- MaximumDrag = 0
- Dragmodifier = 0
- MaxQ = -1 // if this is above 0 the part will fall off and explode if airflow exceeds this value and the module is in mode1
- EnergyDrain0 = 0 // continuous energydrain at mode0
- EnergyDrain1 = 0 // continuous energydrain at mode1
- Mode0EnergyCost = 0 // one-time energy cost when going from mode1-0
- Mode1EnergyCost = 0 // one-time energy cost when going from mode0-1
- antennaRange0 = 0 // antenna range at mode0
- antennaRange1 = 0 // antenna range at mode1
- dishRange0 = 0 // dish range at mode0
- dishRange1 = 0 // dish range at mode1
- }
- ModuleRTAnimatedAntenna
- {
- //this partModule is a subclass of RemoteTechAntennaCore and so the methods and variables are inherited. Some variables will be overwritten though
- Animation = // name of the animation clip to be played when going from mode0-1, the animation clip will be played in reverse when going from mode1-0
- Mode0Name = Mode0 // the name for mode 0 in both actionGroups and context menu
- Mode1Name = Mode1 // the name for mode 1 in both actionGroups and context menu
- ToggleName = Toggle // the name for mode toggle in actionGroups
- fixAnimLayers = false // if true the PartModule will order all Part animations to work on different layers, enabling multiple independent animations.
- MasterOf0 = false // if true, the animation module will set mode 0 in all animation and mode PartModules on the same part when it itself is switched to 0
- MasterOf1 = false // if true, the animation module will set mode 1 in all animation and mode PartModules on the same part when it itself is switched to 1
- MasterOfLoop0 = false // if true, the animation module will set mode 0 in all looped animation PartModules on the same part when it itself is switched to 0
- MasterOfLoop1 = false // if true, the animation module will set mode 1 in all looped animation PartModules on the same part when it itself is switched to 1
- LoopLock = false // if true this locks all looped animation modules when this module is set to 0
- ModeLock = false // if true this locks all animation and mode modules when this module is set to 0
- willWakeInPanic = false // if true this module will force-set mode1 if the vessel looses control
- MinimumDrag = 0 // if this is above 0 the part drag will be overwritten on mode 0 with the partModule variables, and the variables + Dragmodifier on mode 1
- MaximumDrag = 0
- Dragmodifier = 0
- MaxQ = -1 // if this is above 0 the part will fall off and explode if airflow exceeds this value and the module is in mode1
- EnergyDrain0 = 0 // continuous energydrain at mode0
- EnergyDrain1 = 0 // continuous energydrain at mode1
- Mode0EnergyCost = 0 // one-time energy cost when going from mode1-0
- Mode1EnergyCost = 0 // one-time energy cost when going from mode0-1
- antennaRange0 = 0 // antenna range at mode0
- antennaRange1 = 0 // antenna range at mode1
- dishRange0 = 0 // dish range at mode0
- dishRange1 = 0 // dish range at mode1
- }
- ModuleRTLoopAnimAntenna
- {
- //this partModule is a subclass of RemoteTechAntennaCore and so the methods and variables are inherited. Some variables will be overwritten though
- Animation = // name of the looped animation clip to be played on mode1 and stopped at mode0
- Mode0Name = Mode0 // the name for mode 0 in both actionGroups and context menu
- Mode1Name = Mode1 // the name for mode 1 in both actionGroups and context menu
- ToggleName = Toggle // the name for mode toggle in actionGroups
- fixAnimLayers = false // if true the PartModule will order all Part animations to work on different layers, enabling multiple independent animations.
- MasterOf0 = false // if true, the animation module will set mode 0 in all animation and mode PartModules on the same part when it itself is switched to 0
- MasterOf1 = false // if true, the animation module will set mode 1 in all animation and mode PartModules on the same part when it itself is switched to 1
- MasterOfLoop0 = false // if true, the animation module will set mode 0 in all looped animation PartModules on the same part when it itself is switched to 0
- MasterOfLoop1 = false // if true, the animation module will set mode 1 in all looped animation PartModules on the same part when it itself is switched to 1
- LoopLock = false // if true this locks all looped animation modules when this module is set to 0
- ModeLock = false // if true this locks all animation and mode modules when this module is set to 0
- willWakeInPanic = false // if true this module will force-set mode1 if the vessel looses control
- MinimumDrag = 0 // if this is above 0 the part drag will be overwritten on mode 0 with the partModule variables, and the variables + Dragmodifier on mode 1
- MaximumDrag = 0
- Dragmodifier = 0
- MaxQ = -1 // if this is above 0 the part will fall off and explode if airflow exceeds this value and the module is in mode1
- EnergyDrain0 = 0 // continuous energydrain at mode0
- EnergyDrain1 = 0 // continuous energydrain at mode1
- Mode0EnergyCost = 0 // one-time energy cost when going from mode1-0
- Mode1EnergyCost = 0 // one-time energy cost when going from mode0-1
- antennaRange0 = 0 // antenna range at mode0
- antennaRange1 = 0 // antenna range at mode1
- dishRange0 = 0 // dish range at mode0
- dishRange1 = 0 // dish range at mode1
- }
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