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ReStocked/Distribution/Restock/GameData/ReStock/Patches/Coupling/restock-claws.cfg

348 lines
6.9 KiB
INI

// 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
}
}