Kerbal Space Program  1.12.4
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Events Macros
Classes | Public Member Functions | Public Attributes | Properties | List of all members
Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad Class Reference
Inheritance diagram for Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad:

Classes

class  ExtensionPoint
 

Public Member Functions

void OnScenerySettingChanged ()
 
void ResetPositioning ()
 This will reset the positioning of the mobile launchpad and it's legs, etc. But it will not check if there is a vessel on it before doing so. Use at your own risk! More...
 

Public Attributes

Transform[] BottomPoints
 An Array of transforms at the bottom of each ExtensionPoint. These are used to raycast to the ground first and adjust the overall model height so that all legs start above the ground. More...
 
PQSCity2 City
 This is the reference to the PQSCity2 this script is attached to. More...
 
ExtensionPoint[] ExtensionPoints
 An Array of the ExtensionPoint's that this script will stretch to match the terrain. More...
 
Transform[] hideOnWaterSurface
 An array of objects to turn off if the LaunchPad is on the surface of Water. More...
 
bool hideRampOverMax = true
 If this is true the entire ramp is hidden if it cannot reach the ground. If it is false, the Ramp will ALWAYS appear regardless. More...
 
LaunchSite launchSite
 This is the reference to the PSystem LaunchSite this object is part of. More...
 
float minimumModelClearance = 0.2f
 The minimum height the BottomPoints will be positioned from the terrain. More...
 
Transform RampEnd
 Reference to the Transform that is the end of the Ramp Section. Repeated ramp sections will be attached at this point. More...
 
Transform[] RampObjects
 An array of objects associated with the Ramp that will be turned on or off. More...
 
Transform RampStart
 Reference to the Transform that is the Start of the Ramp Section More...
 
bool scaleMaterial = false
 If this is true the material/texture on the models legs will be scaled. If it is false it will not. More...
 
Transform[] showOnWaterSurface
 An array of objects to turn on if the LaunchPad is on the surface of Water. More...
 
float waterModelClearance = 0.5f
 The clearance required if placed on the water. More...
 

Properties

bool PositioningComplete [get]
 Is false until the LaunchPad is positioned to the terrain (which is done only once) and then will be true. More...
 

Member Function Documentation

void Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.OnScenerySettingChanged ( )
inline
void Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ResetPositioning ( )
inline

This will reset the positioning of the mobile launchpad and it's legs, etc. But it will not check if there is a vessel on it before doing so. Use at your own risk!

Member Data Documentation

Transform [] Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.BottomPoints

An Array of transforms at the bottom of each ExtensionPoint. These are used to raycast to the ground first and adjust the overall model height so that all legs start above the ground.

PQSCity2 Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.City

This is the reference to the PQSCity2 this script is attached to.

ExtensionPoint [] Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoints

An Array of the ExtensionPoint's that this script will stretch to match the terrain.

Transform [] Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.hideOnWaterSurface

An array of objects to turn off if the LaunchPad is on the surface of Water.

bool Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.hideRampOverMax = true

If this is true the entire ramp is hidden if it cannot reach the ground. If it is false, the Ramp will ALWAYS appear regardless.

LaunchSite Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.launchSite

This is the reference to the PSystem LaunchSite this object is part of.

float Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.minimumModelClearance = 0.2f

The minimum height the BottomPoints will be positioned from the terrain.

Transform Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.RampEnd

Reference to the Transform that is the end of the Ramp Section. Repeated ramp sections will be attached at this point.

Transform [] Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.RampObjects

An array of objects associated with the Ramp that will be turned on or off.

Transform Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.RampStart

Reference to the Transform that is the Start of the Ramp Section

bool Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.scaleMaterial = false

If this is true the material/texture on the models legs will be scaled. If it is false it will not.

Transform [] Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.showOnWaterSurface

An array of objects to turn on if the LaunchPad is on the surface of Water.

float Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.waterModelClearance = 0.5f

The clearance required if placed on the water.

Property Documentation

bool Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.PositioningComplete
get

Is false until the LaunchPad is positioned to the terrain (which is done only once) and then will be true.


The documentation for this class was generated from the following file: