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
<Starwaster>
anyone know what __OVERLOAD means in KerbalEVA?
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<rsparkyc>
i have a class that extends ScenarioModule, and have an OnLoad method, but when does that get called?
<rsparkyc>
i added some logging, but am not seeing anything
<rsparkyc>
i would think it would be when you load a save
<blowfish>
that sounds right
<blowfish>
but only from a save that had perviously saved that scenario module
<rsparkyc>
ahh,
<rsparkyc>
so i'm guessing it won't save unless it's there from the beginning as well
<blowfish>
I would imagine that if you save with the scenario module active, it will save that scenario module
<blowfish>
but I haven't looked at that code
<blowfish>
basically it'll only load what's in the save
<blowfish>
if the scenario module isn't in the save, nothing to load
<blowfish>
you can look at the save, it's just a cfg
<rsparkyc>
yeah, i'll mess with it, trying to make this so it doesn't break existing saves
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<rsparkyc>
created a new save, neither OnSave nor OnLoad are being called...
<rsparkyc>
ahh, maybe the class needs to be public
<blowfish>
probably
<Thomas>
rsparkyc: Does your class have a KSPScenario attribute?
<rsparkyc>
nope
<xShadowx>
thatd be why
<rsparkyc>
awesome, thx
<xShadowx>
gotta choose what scenes its for :)
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<Starwaster>
does anyone here know how the Kerbal expression system works? Especially for fear?
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<xShadowx>
Starwaster: nope but if you fimnd out, i want to add to my LS mod :)
<Starwaster>
what do you want to add?
<xShadowx>
when <stat> moves beyond a trigger point, <effect> is fired (such as blacking out from too much G force), i want to have effects able to fire emotions for nearby crew, like other crew in the capsule freak out cuz pilot is passed out :)
<xShadowx>
nothing too important, just frosting :)
<Starwaster>
well I can tell you how to do that right now. What I don't know is the scale of the parameters that control how much fear they have. Is it a scale of 0-1? That's the part I don't know
<xShadowx>
ah no clue :|
<Starwaster>
and goddamit, Github is acting up
<Starwaster>
this might not be the RIGHT way to do it... but this is how I HAVE been doing it: For fear I'm just triggering the explosion reaction event with distance being the vehicle's part's distance from the vehicle center
<Starwaster>
unless it's the Kerbal himself on fire on EVA in which case distance is 0
<Starwaster>
distance modifies magnitude of the reaction so 0 means ZOMGWTFBBQ
<Starwaster>
first I do this: EventData<GameEvents.ExplosionReaction> ReentryReaction = GameEvents.onPartExplode;
<Starwaster>
then when he or his ship are overheating I do this: ReentryReaction.Fire(new GameEvents.ExplosionReaction(0, tempRatio));
<Starwaster>
tempRatio is 0-1
<Starwaster>
because I've been ASSUMING that it's wanting a 0-1 ratio but I'm not sure that's correct
<Starwaster>
also wondering why I'm using new keyword on something that's going to fire multiple times a second. That's probably not right
<xShadowx>
all its doing is setting this.fearFactor, so could add your own method to toy with fear/wheee/etc
<xShadowx>
this.fearFactor = er.magnitude * 100f - er.distance; would make me think magnitude is 0-1
<xShadowx>
would skip the new as well :)
<xShadowx>
and if temp gets too high, less fear as brain gets fried
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<xShadowx>
ahah made a shitty partmodule to change fearFactor, neet :D
<xShadowx>
ooo i can make efects for kerbals to +/- a kerbal courage/stupidity too!
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<xShadowx>
kerbal gets no food, grows stupid
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<xShadowx>
getting "firsts" records a lot could turn on badass flag
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<xShadowx>
if only there was a logical/easy way to see how dangerously stupid a mission was lol
<xShadowx>
ie lawnchair+heatshield+jeb+reentry :P
<xShadowx>
Starwaster: oh thx for the help ;3
<oren>
xShadowx: hmm perhaps cockpit temperature bar near limit could do it
<xShadowx>
oren: i think Starwaster is doing that for DRE
<Starwaster>
what?
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<Starwaster>
what temperature bar limit?
<xShadowx>
Starwaster: making kerbals inside overheating part fearful
<xShadowx>
think he means the part overheat display bar
<xShadowx>
oh cool panic is tempered by experience
<Starwaster>
having trouble troubleshooting my fear reactions because one of my Kerbals has gone totally blank
<Starwaster>
he's got like NO facial expressions at ALL
<xShadowx>
o.O
<Starwaster>
I think I fuxed up his little head
<Starwaster>
set him on fire too many times
<xShadowx>
ahahah
<Starwaster>
or... wait when you say tempered by experience... JUST the experience from levelling up? Or... maybe I set him on fire SOO many times that he's just used to it now?
<xShadowx>
Starwaster: just lower his experience, and raise stupidity, then call it a feature :)
<Starwaster>
uhm... this can't be true
<Starwaster>
gExperienced = 22113.461309530929
<Starwaster>
WTF really?
<xShadowx>
o.O
<Starwaster>
I can't even begin to apprehend how that might have happened
<Starwaster>
that's Valentina btw
<Starwaster>
where could you POSSIBLY experience that kind of g force
<xShadowx>
<Starwaster> gExperienced = 22113.461309530929 <- not normalized :)
<xShadowx>
thats why so high heh
<xShadowx>
ok test 2.........showing fear when airlock hatch blows open :D
* xShadowx
succeeds \o/
<xShadowx>
now to get kerbals to fly out said hatch.........so gotta find go eva code -.-
<xShadowx>
plain eva will go eva and grab ladder, dont want that, need them to fly out
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<SilverFox>
taniwha, you on?
<Starwaster>
xshadowx ok so about fearfactor, the magnitude that is USUALLY passed to it is 0.1 from explosionPotential on parts. It's never set to anything higher than that. So 0-1 (or the temperature ratio I've been using) is a good value
<xShadowx>
:)
<Starwaster>
though fear from other than exploding parts.... seems like it can be higher. I have to get a new test Kerbal because Henbus seems to be catatonic
<Starwaster>
no really, he totally will not make ANY facial expressiosn at all anymore
<xShadowx>
and what value range is distance?
<Starwaster>
make of that what you will
<xShadowx>
totally intended feature
<Starwaster>
well it's the distance between the Kerbal and the exploding part.
<Starwaster>
but eventually it gets subtracted from the magnitude of the fearFactor
<Starwaster>
so if there is no exploding part and you just want to pass in raw fear that use distance 0
<xShadowx>
Starwaster: question is, does reloading scene or game fix the catatonic state?
<xShadowx>
right, i get that, just wondering what distance usually is, 0-1 or 0-100k etc
<Starwaster>
nope
<Starwaster>
and I dont know why since there doesnt seem to be persistant data stored that would affect that....
<Starwaster>
what is ToD?
<xShadowx>
where is that at?
<xShadowx>
Time of Death ;p
* xShadowx
doesn't know and took a guess
<Starwaster>
that's what I thought....
<Starwaster>
but he's not dead
<Starwaster>
...
<Starwaster>
or is he?
<Starwaster>
dead people show no emotions
<Starwaster>
oh dear
<Starwaster>
ok none of the Kerbal classes (KerbalEVA, KerbalExpressionManager, et al) reference ToD
<xShadowx>
goto roster, see if dead
<xShadowx>
i see nothin for ToD in protocrewmember
<Starwaster>
not in KerbalRoster... and I as just about to check protocrewmember
<Starwaster>
wtf
<xShadowx>
ahah
<xShadowx>
protocrewmember
<xShadowx>
UTaR = RoD in cfg
<xShadowx>
s/RoD/ToD
<Qboid>
xShadowx meant to say: UTaR = ToD in cfg
<xShadowx>
it uses that for respawning a kerbal
<xShadowx>
Starwaster: ^
<Starwaster>
so it is time of death
<Starwaster>
I must have respawning turned on
<Starwaster>
but that is weird because Henbus hasn't actually been saved in a dead state that I know of
<xShadowx>
i hate when people change names between code vs what they call it in cfg
<xShadowx>
whats his roster status?
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<Starwaster>
available
<Starwaster>
no
<Starwaster>
assigned
<Starwaster>
btw I missed that explosionReaction does fearFactor = magnitude * 100 - distance
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<Starwaster>
There's a GameEvent OnCrewmemberLeftForDead... when does THAT trigger? Does anything use it? ... wow
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<oren>
when a spacesuited kerbal leaves the physics zone?
<oren>
probably not, but that should be it
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<xShadowx>
Starwaster: just need a mod to turn ksp into The Sims :P
<xShadowx>
oh wait kerbal feels mod
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<Starwaster>
xshadowx if we do that people will do mean shit to their Kerbals like making them have to walk a 2 hour path to get to their rocket and then they'll end up pissing themselves or starving to death on the sidewalk
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<xShadowx>
Starwaster: i was refering more to the relationship side of it
<xShadowx>
ie jeb hates bil, wont be sad if bill gets sucked out the airlock, but val might get sad cuz val <3 bill
<xShadowx>
kerbal feels mod already does crap like that though, forgot about it