Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
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<xShadowx>
when eva, and close enough to a hatch - thus popping up the board button - is kerbals hitting a collider?
<xShadowx>
tryin to figure out how to make an eva resource xfer (which i got) but only if at a hatch :)
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<Sigma88>
Sarbian if the new loading screens allow for 3D animated stuff it's a shame that april 1st is just gone
<Sigma88>
xD
<egg>
Sarbian: we do that too, but we have better logging libraries, so we can log a whole lot more :D
<egg>
also we can journal \o/
<egg>
gigabytes of logs \o/
<pi|Zzz|aoverhead>
xShadowx: Yes, there are trigger colliders for hatches and ladders. You can view them in game using DebugStuff: http://forum.kerbalspaceprogram.com/index.php?/topic/135726-12-debugstuff-2016-10-25-see-the-hidden-secrets-of-the-game-objects/
<xShadowx>
didnt see a gameevent fired during touchy hatch
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<pizzaoverhead>
It'll most likely be OnCollisionStay for the hatch collider, whatever that's hooked to.
<pizzaoverhead>
OnTriggerStay actually
<xShadowx>
pizzaoverhead: current thinkin is CrewHatchController.hoveredPart looks like it might be the part, and looks like it sets to null if not at hatch
<xShadowx>
downside is private :D
<xShadowx>
and saw no no non-collider events for it when set :|
<pizzaoverhead>
xShadowx: If all else fails, you could add your own event watcher to any airlock colliders :D
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