-
Notifications
You must be signed in to change notification settings - Fork 67
WaypointGenerator Behaviour
Jeremie Rossignol edited this page Dec 18, 2018
·
7 revisions
Behaviour for generating waypoints.
BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator // Use this to generate a waypoint with fixed coordinates WAYPOINT { // The name of the waypoint - displayed on the marker. If not // supplied a random one is generated. // // Type: string // Required: No (multiples allowed) // Default: A random waypoint name // name = Kerbal Space Center // The parameter that must be completed before the waypoint becomes // visible. If not specified, the waypoint is always visible. More // than one can be specified when there are multiple waypoints // generated. // // Type: string // Required: No (multiples allowed) // parameter = SomeParameterName // Specifies that the given waypoint should be secret. If this flag is // used, then the icon is not required. // // Type: bool // Required: No (defaulted) // Default: false // hidden = true // Use this to specify that the waypoint is part of a cluster. Waypoints // that are clustered get a roman numeral appended to the name (based on the index). // // Type: bool // Required: No (defaulted) // Default: false // clustered = false // Use this to specify that the waypoint is underwater. This will // force randomly generated waypoints to be at a water location, and // change the range of random altitudes to be between the sea-floor and // surface. Also, the minimum altitude is clamped to the sea-floor, so // to have a waypoint on the sea-floor, give a very large negative // value to the altitude attribute. // // Type: bool // Required: No (defaulted) // Default: false // underwater = false // Body for the waypoint - defaulted from the contract if not // supplied. // // Type: CelestialBody // Required: No (defaulted) // targetBody = Kerbin // The icon to use when displaying the waypoint. If the path // is not specified, the Squad/Contracts/Icons directory is // assumed. Otherwise, the path must be from GameData/ // // Type: string // Required: Yes // icon = thermometer // The altitude of the waypoint above the terrain. Note that an // altitude of 0.0 means "on the ground". If not specified, uses a // A random value between 0.0 and the atmosphere ceiling (which is zero // if there's no atmosphere). // // Type: double // Required: No (defaulted) // altitude = 0.0 // The coordinates. // // Type: double // Required: Yes // latitude = -0.102668048654 longitude = -74.5753856554 } // Use this to generate a waypoint with random coordinates RANDOM_WAYPOINT { // The name of the waypoint - displayed on the marker // // Type: string // Required: No (multiples allowed) // Default: A random waypoint name // name = A waypoint on Kerbin // The parameter that must be completed before the waypoint becomes // visible. If not specified, the waypoint is always visible. More // than one can be specified when there are multiple waypoints // generated. // // Type: string // Required: No (multiples allowed) // parameter = SomeParameterName // Specifies that the given waypoint should be secret. If this flag is // used, then the icon is not required. // // Type: bool // Required: No (defaulted) // Default: false // hidden = true // Use this to specify that the waypoint is part of a cluster. Waypoints // that are clustered get a roman numeral appended to the name (based on the index). // // Type: bool // Required: No (defaulted) // Default: false // clustered = false // Body for the waypoint - defaulted from the contract if not // supplied. // // Type: CelestialBody // Required: No (defaulted) // targetBody = Kerbin // The number of waypoints to generate. // // Type: int // Required: No (defaulted) // Default: 1 // count = 1 // The icon to use when displaying the waypoint. If the path // is not specified, the Squad/Contracts/Icons directory is // assumed. Otherwise, the path must be from GameData/ // // Type: string // Required: Yes // icon = thermometer // The altitude of the waypoint above the terrain. Note that an // altitude of 0.0 means "on the ground". If not specified, uses a // A random value between 0.0 and the atmosphere ceiling (which is zero // if there's no atmosphere). // // Type: double // Required: No (defaulted) // altitude = 0.0 // Whether the waypoint generated can be on water // // Type: bool // Required: No (defaulted) // Default: true // waterAllowed = false // Force the waypoint to fall along the equator. For boring // contracts. // // Type: bool // Required: No (defaulted) // Default: false // forceEquatorial = false } // Use this to generate a waypoint with random coordinates, but near // another waypoint. RANDOM_WAYPOINT_NEAR { // The name of the waypoint - displayed on the marker // // Type: string // Required: No (multiples allowed) // Default: A random waypoint name // name = A waypoint near something // The parameter that must be completed before the waypoint becomes // visible. If not specified, the waypoint is always visible. More // than one can be specified when there are multiple waypoints // generated. // // Type: string // Required: No (multiples allowed) // parameter = SomeParameterName // Specifies that the given waypoint should be secret. If this flag is // used, then the icon is not required. // // Type: bool // Required: No (defaulted) // Default: false // hidden = true // Use this to specify that the waypoint is part of a cluster. Waypoints // that are clustered get a roman numeral appended to the name (based on the index). // // Type: bool // Required: No (defaulted) // Default: false // clustered = false // Body for the waypoint - defaulted from the contract if not // supplied. // // Type: CelestialBody // Required: No (defaulted) // targetBody = Kerbin // The number of waypoints to generate. // // Type: int // Required: No (defaulted) // Default: 1 // count = 2 // The icon to use when displaying the waypoint. If the path // is not specified, the Squad/Contracts/Icons directory is // assumed. Otherwise, the path must be from GameData/ // // Type: string // Required: Yes // icon = thermometer // The altitude of the waypoint above the terrain. Note that an // altitude of 0.0 means "on the ground". If not specified, uses a // A random value between 0.0 and the atmosphere ceiling (which is zero // if there's no atmosphere). // // Type: double // Required: No (defaulted) // altitude = 0.0 // Whether the waypoint generated can be on water // // Type: bool // Required: No (defaulted) // Default: true // waterAllowed = false // Zero based index of the waypoint to generate near. Must be a // waypoint with index < this waypoint. Start counting from the // first waypoint in the BEHAVIOUR, and count 1 for each value of // the count parameter (if it exists). // // Type: int // Required: Yes // nearIndex = 1 // Whether the waypoint generation should be in chained mode or normal. // In normal mode, all waypoints will be near waypoint specified by // nearIndex. In chained mode, the first waypoint is near the nearIndex // waypoint, but all others are generated near the previously generated // waypoint. // // Type: bool // Required: No // Default: false // chained = false // Minimum distance in meters from the 'near' waypoint. // // Type: double // Required: No // Default: 0.0 // minDistance = 100.0 // Maximum distance in meters from the 'near' waypoint. // // Type: double // Required: Yes // maxDistance = 25000.0 } // Use this to generate a waypoint with fixed coordinates, based on a // PQSCity object. PQS_CITY { // The name of the waypoint - displayed on the marker // // Type: string // Required: No (multiples allowed) // Default: A random waypoint name // name = Monolith // The parameter that must be completed before the waypoint becomes // visible. If not specified, the waypoint is always visible. More // than one can be specified when there are multiple waypoints // generated. // // Type: string // Required: No (multiples allowed) // parameter = SomeParameterName // Specifies that the given waypoint should be secret. If this flag is // used, then the icon is not required. // // Type: bool // Required: No (defaulted) // Default: false // hidden = true // Use this to specify that the waypoint is part of a cluster. Waypoints // that are clustered get a roman numeral appended to the name (based on the index). // // Type: bool // Required: No (defaulted) // Default: false // clustered = false // Body for the waypoint - defaulted from the contract if not // supplied. // // Type: CelestialBody // Required: No (defaulted) // targetBody = Kerbin // The icon to use when displaying the waypoint. If the path // is not specified, the Squad/Contracts/Icons directory is // assumed. Otherwise, the path must be from GameData/ // // Type: string // Required: Yes // icon = thermometer // The location name. // // Type: string // Required: Yes // pqsCity = KSC // An optional offset vector from the center of the PQS City. // Use this to make your waypoint relative to the PQS City, // which will make it work even for RSS or other mods that may // move the PQS city. To get the offset coordinates, position // your ship/kerbal at the desired location and go to the // Location tab in the Contract Configurator debug window // (alt-F10). // // Type: Vector3d // Required: No // pqsOffset = 447.307865750742, 5.14341771520321E-05, 24.9700656982985 } // Use this to generate a waypoint with fixed coordinates, based on a // LaunchSite object. LAUNCH_SITE { // The name of the waypoint - displayed on the marker // // Type: string // Required: No (multiples allowed) // Default: A random waypoint name // name = Monolith // The parameter that must be completed before the waypoint becomes // visible. If not specified, the waypoint is always visible. More // than one can be specified when there are multiple waypoints // generated. // // Type: string // Required: No (multiples allowed) // parameter = SomeParameterName // Specifies that the given waypoint should be secret. If this flag is // used, then the icon is not required. // // Type: bool // Required: No (defaulted) // Default: false // hidden = true // Use this to specify that the waypoint is part of a cluster. Waypoints // that are clustered get a roman numeral appended to the name (based on the index). // // Type: bool // Required: No (defaulted) // Default: false // clustered = false // Body for the waypoint - defaulted from the contract if not // supplied. // // Type: CelestialBody // Required: No (defaulted) // targetBody = Kerbin // The icon to use when displaying the waypoint. If the path // is not specified, the Squad/Contracts/Icons directory is // assumed. Otherwise, the path must be from GameData/ // // Type: string // Required: Yes // icon = thermometer // The Launch Site identifier. // // Type: string // Required: Yes // Values (mods may add others): // Desert_Airfield // Desert_Launch_Site // Island_Airfield // Woomerang_Launch_Site // launchSite = KSC } }
- AwardExperience
- ChangeKerbalType
- ChangeVesselOwnership
- CopyCraftFile
- DestroyVessel
- DialogBox
- ExperimentalPart
- Expression
- Message
- OrbitGenerator
- RemoveKerbal
- SpawnKerbal
- SpawnPassengers
- SpawnVessel
- UnlockPart
- UnlockTech
- WaypointGenerator
Contract Configurator
Configuration File Syntax
Extending Contract Configurator