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------FIRESPITTER REPLACEMENT MODULES----------- | ||
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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 | ||
} | ||
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MODULE | ||
{ | ||
name = BDFStextureSwitch2 | ||
moduleID = 0 | ||
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objectNames = MESH_OBJECT_NAMES_HERE //separate names with a semicolon | ||
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textureRootFolder = FOLDER_PATH_IN_GAMEDATA //path to texture file inside gamedata folder | ||
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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 | ||
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nextButtonText = Change Texture | ||
prevButtonText = Previous Texture | ||
statusText = Current Texture | ||
switchableInFlight = false | ||
repaintableEVA = false | ||
showPreviousButton = false | ||
updateSymmetry = true | ||
showInfo = true | ||
} | ||
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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 | ||
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// 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 | ||
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showPreviousButton = true | ||
useFuelSwitchModule = false | ||
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//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 | ||
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updateSymmetry = true | ||
affectColliders = true | ||
showInfo = true | ||
debugMode = false | ||
} | ||
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----------BD ANIMATION MODULE----------------- | ||
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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 | ||
} | ||
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------------ANIMATED DECOUPLER------------------- | ||
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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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