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part modules examples
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raidernick committed Sep 23, 2016
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94 changes: 94 additions & 0 deletions BDAnimationModules/BD anim partmodule readme.txt
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------FIRESPITTER REPLACEMENT MODULES-----------

MODULE
{
name = BDFSanimateGeneric
animationName = NAME_OF_ANIMATION_HERE //put animation name here
startEventGUIName = Extend Antennae //put text here for right click menu
endEventGUIName = Retract Antennae //put text here for right click menu
toggleActionName = Toggle Antennae //put text here for action group menu
startDeployed = False
// Animation Layer. If you have more than one animation on a part, this must be unique for each one in order for them to not interrupt each other. If the stock engine heat animation module is used, that�s probably on layer 0, so make this 1 or higher.
layer = 1
playAnimationOnEditorSpawn = False
useActionEditorPopup = True
// If you have more than one BDFSanimateGeneric on a part, give each a unique ID to. This makes the popup menu appear in a separate location for each module, and not steal each others windows. values: 0-9.
moduleID = 0
}



MODULE
{
name = BDFStextureSwitch2
moduleID = 0

objectNames = MESH_OBJECT_NAMES_HERE //separate names with a semicolon

textureRootFolder = FOLDER_PATH_IN_GAMEDATA //path to texture file inside gamedata folder

textureNames = NAMES_OF_TEXTURE_FILES //separate with semicolon, do not include file extension
textureDisplayNames = NAMES_OF_TEXTURES //separate with semicolon, texture names in right click menu

nextButtonText = Change Texture
prevButtonText = Previous Texture
statusText = Current Texture
switchableInFlight = false
repaintableEVA = false
showPreviousButton = false
updateSymmetry = true
showInfo = true
}



MODULE
{
name = FSmeshSwitch
// If there are multiple instances of this module in a part, they must each have a unique module ID to avoid conflicts
moduleID = 0
buttonName = Next Mesh //button display name for mesh switch
previousButtonName = Prev Mesh //button display name for mesh switch

// The different variants can have a display name that explains what they are
objectDisplayNames = NAMES_OF_MESHES //separate with semicolon, mesh names in right click menu

showPreviousButton = true
useFuelSwitchModule = false

//Separate objects that belong together with a comma.
objects = meshexample1, meshexample2; meshexample3; meshexample4, meshexample5 //meshes you want combined separated by commas, meshes are separated into groups using semicolon

updateSymmetry = true
affectColliders = true
showInfo = true
debugMode = false
}



----------BD ANIMATION MODULE-----------------

MODULE
{
name = AnimatedEngine
EngineAnimationName = Deploy //name of animation here
WaitForAnimation = 0.73 //how long to wait for engine to start, it can start during or after the animation finishes
}


------------ANIMATED DECOUPLER-------------------


MODULE
{
name = BDAnimatedDec
ejectionForce = 50
explosiveNodeID = top
staged = true
animationName = Deploy //animation name
waitForAnimation = false // (If true, then delay decoupling until animation has finished playing)
layer = 1 // Animation's layer will be set to this. Helps prevent multiple animations on one part interfering with each other
}


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