// Patches applying art changes to the asteroid claw // Contents: // - Advanced Grabbing Unit (GrapplingDevice) // - Advanced Grabbing Unit Jr. (smallClaw) // Advanced Grabbing Unit @PART[GrapplingDevice]:HAS[~RestockIgnore[*]]:FOR[ReStock] { @author = Andrew Cassidy !mesh = DELETE MODEL { model = ReStock/Assets/Coupling/restock-claw-125-1 } %rescaleFactor = 1 %node_stack_top = 0.0, -0.14082675, 0.00, 0.0, -1.0, 0.0, 1 @MODULE[ModuleGrappleNode] { nodeTransformName = Pivot } @MODULE[ModuleAnimateGeneric] { animationName = Deploy } @MODULE[FlagDecal] { textureQuadName = flags } !MODULE[FXModuleLookAtConstraint] {} MODULE { name = ModuleRestockConstraints LOOKATCONSTRAINT { rotatorsName = Actuator_0_lower targetName = Actuator_0_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_0_upper targetName = Actuator_0_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_1_lower targetName = Actuator_1_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_1_upper targetName = Actuator_1_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_2_lower targetName = Actuator_2_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_2_upper targetName = Actuator_2_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_3_lower targetName = Actuator_3_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_3_upper targetName = Actuator_3_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_4_lower targetName = Actuator_4_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_4_upper targetName = Actuator_4_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_5_lower targetName = Actuator_5_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_5_upper targetName = Actuator_5_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_6_lower targetName = Actuator_6_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_6_upper targetName = Actuator_6_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_7_lower targetName = Actuator_7_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_7_upper targetName = Actuator_7_lower } } !MODULE[ModulePartVariants] {} MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = #LOC_Restock_variant-surface_white themeName = White primaryColor = #ffffff secondaryColor = #999999 GAMEOBJECTS { Accents_white = true Accents_black = false Accents_yellow = false } } VARIANT { name = Dark displayName = #LOC_Restock_variant-surface_black themeName = Dark primaryColor = #4c4f47 secondaryColor = #999999 GAMEOBJECTS { Accents_white = false Accents_black = true Accents_yellow = false } } VARIANT { name = Yellow displayName = #LOC_Restock_variant-surface_yellow themeName = YellowAndWhite primaryColor = #B08D43 secondaryColor = #999999 GAMEOBJECTS { Accents_white = false Accents_black = false Accents_yellow = true } } } MODULE { name = ModuleRestockDepthMask maskTransform = DepthMask } MODULE { name = ModuleLight lightName = Lamp useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.02 useResources = true animationName = RestockClawLamp_On } } // Advanced Grabbing Unit Jr. @PART[smallClaw]:HAS[~RestockIgnore[*]]:FOR[ReStock] { @author = Andrew Cassidy !mesh = DELETE MODEL { model = ReStock/Assets/Coupling/restock-claw-625-2 } %rescaleFactor = 1 %node_stack_top = 0.0, -0.14082675, 0.00, 0.0, -1.0, 0.0, 1 %node_attach = 0.0, -0.0738, 0.00, 0.0, -1.0, 0.0, 1 @MODULE[ModuleGrappleNode] { nodeTransformName = Pivot } @MODULE[ModuleAnimateGeneric] { animationName = Deploy } @MODULE[FlagDecal] { textureQuadName = FlagTransform } !MODULE[FXModuleLookAtConstraint] {} MODULE { name = ModuleRestockConstraints LOOKATCONSTRAINT { rotatorsName = Actuator_0_lower targetName = Actuator_0_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_0_upper targetName = Actuator_0_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_1_lower targetName = Actuator_1_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_1_upper targetName = Actuator_1_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_2_lower targetName = Actuator_2_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_2_upper targetName = Actuator_2_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_3_lower targetName = Actuator_3_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_3_upper targetName = Actuator_3_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_4_lower targetName = Actuator_4_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_4_upper targetName = Actuator_4_lower } LOOKATCONSTRAINT { rotatorsName = Actuator_5_lower targetName = Actuator_5_upper } LOOKATCONSTRAINT { rotatorsName = Actuator_5_upper targetName = Actuator_5_lower } } !MODULE[ModulePartVariants] {} MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = #LOC_Restock_variant-surface_white themeName = White primaryColor = #ffffff secondaryColor = #999999 GAMEOBJECTS { Body_white = true Body_black = false Body_yellow = false } } VARIANT { name = Dark displayName = #LOC_Restock_variant-surface_black themeName = Dark primaryColor = #4c4f47 secondaryColor = #999999 GAMEOBJECTS { Body_white = false Body_black = true Body_yellow = false } } VARIANT { name = Yellow displayName = #LOC_Restock_variant-surface_yellow themeName = YellowAndWhite primaryColor = #B08D43 secondaryColor = #999999 GAMEOBJECTS { Body_white = false Body_black = false Body_yellow = true } } } MODULE { name = ModuleRestockDepthMask maskTransform = DepthMask } MODULE { name = ModuleLight lightName = SpotLight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.02 useResources = true animationName = RestockMiniClawLamp_On } }