/
mk1pod.cfg
79 lines (66 loc) · 2.68 KB
/
mk1pod.cfg
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// Adds an occupancy indicator to the Mk1 command pod.
@PART[mk1pod] {
// We have to re-specify the model for the stock part, because this is
// an older part that uses the "mesh =" syntax in its .cfg file instead
// of the newer "MODEL" syntax. The "mesh =" syntax doesn't allow having
// multiple models as part of the same part, which would prevent this mod
// from adding meshes for the indicator lights.
MODEL
{
model = Squad/Parts/Command/mk1pod/model
}
//-------------------------------------------------------------------------
// INDICATOR MESHES
//-------------------------------------------------------------------------
MODEL
{
model = IndicatorLights/Meshes/squareLamp
scale = 1, 0.25, 0.5
position = 0, 0, -0.5138
rotation = -160, 0, 0
}
//-------------------------------------------------------------------------
// CONTROLLABLE EMISSIVES
//-------------------------------------------------------------------------
MODULE {
name = ModuleControllableEmissive
target = IndicatorLights/Meshes/squareLamp
emissiveName = indicator
}
//-------------------------------------------------------------------------
// CONTROLLERS
//-------------------------------------------------------------------------
MODULE {
name = ModuleCrewIndicatorToggle
toggleName = indicatorToggle
}
MODULE {
name = ModuleCrewIndicator
emissiveName = indicator
toggleName = indicatorToggle
}
//-------------------------------------------------------------------------
// TWEAKS
//-------------------------------------------------------------------------
// This pod uses a ModuleColorChanger to handle its cabin lights, set up
// so that by default it takes control of *all* emissives on the part.
// Need to tell it not to tinker with the meshes that we're adding here;
// otherwise, the crew indicator will just turn on and off with the cabin
// lights instead of actually working as a crew indicator.
@MODULE[ModuleColorChanger] {
excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone)
// As long as we're tinkering here anyay... let's fix a 1.2 bug. :-)
// ModuleColorChanger breaks the thermal overlay for the crewed parts
// that use it for cabin lights. We can fix this by telling it
// to ignore various meshes *other* than the window. Can remove this
// hack once Squad gets around to fixing ModuleColorChanger. In the
// meantime, this makes it better, and I can enjoy waiting to see whether
// anyone actually notices!
excludedRenderer = capsule
excludedRenderer = hatch
excludedRenderer = flagTransform
excludedRenderer = rung
// ...Can remove the hack once Squad fixes ModuleColorChanger so it doesn't
// break the thermal overlay.
}
}