So I am working on two projects which will ultimately work in tandem. One is an UCGO Solar array that charges UCGO batteries. (This one is done and functional, although I need to find someplace other than the debug string to give player feedback, as I have disabled the hud and am using action areas entirely as the control methods). The other addon is based on Dans inflatable habitats (with his permission ofcourse). The habitats actually consume O2 and consume battery power. With both resources present, the UMMU's can survive in the habitat. Without electricity, or O2 the habitat is not sustainable.
I will explain the methods to achieve control of the UCGO breathable area and then it will be easier to understand my problem.
1. Inside an UCGO unpackable cargo lies a vessel. Lets call this vessel the, "Air pump". Upon unpacking the airpump, will reveal a mesh of an airpump and a deflated habitat lying flat on the ground.
2. Using the UMMU action area near the airpump will trigger the airpump to grapple any nearby O2 containers and batteries. Once grappled and the check is made to confirm that the cargos are as specified, then the vessel will fill it's own o2 and battery tanks with both o2 and electricity from the two resources, stopping just short of emptying both UCGO resource cargos. Another press of the action area by a UMMU will ungrapple any empty resources, making a grapple space for another set of ucgo resource cargos.
3. When the "Pump" Vessel contains more than 1% battery level in it's tank, it will add a inflated habitat mesh directly ontop of the deflated mesh, representing an inflated habitat. If the O2 tanks are are also above 1% then the pump vessel will add an UCGO cargo, that when unpacked will create a pre configured breathable area, with no mesh right in the middle of the inflated habitat mesh. This invisible UCGO breathable area is my only way to turn on and off the breathable area in the visible habitat depending on levels of O2 and battery power, by "removing the vessel" and adding the vessel through the pump .dll.
Anyway, here is my problem.....
After creating nothing more than mesh placeholders last night and making switches to just test that my idea will work, I realised that the invisible Ucgo cargo that is my on/off switch for the breathable area, must be unpacked by a UMMU everytime that the pump vessel creates it, or the functional breathable area is not present.
I looked for other solutions to... A: Automatically unpack the cargo.... B: different configurations in the cfg file to try and get the UCGO breathable area initialised without having to unpack it....... etc...
I also figured, if there is no way to do this, then I guess I could just try and explain a realistic reason why a UMMU would have to do something in the middle of the habitat to initialise the O2 after the pump vessel inflated the habitat. (This would obviously give a good excuse to have to unpack the breathable area, but the sound file of, "Unpacking Cargo", would destroy imersion)
Anyway, if anyone else might have some bright ideas or ways to make this nore elegant, please lemme know..
JB
I will explain the methods to achieve control of the UCGO breathable area and then it will be easier to understand my problem.
1. Inside an UCGO unpackable cargo lies a vessel. Lets call this vessel the, "Air pump". Upon unpacking the airpump, will reveal a mesh of an airpump and a deflated habitat lying flat on the ground.
2. Using the UMMU action area near the airpump will trigger the airpump to grapple any nearby O2 containers and batteries. Once grappled and the check is made to confirm that the cargos are as specified, then the vessel will fill it's own o2 and battery tanks with both o2 and electricity from the two resources, stopping just short of emptying both UCGO resource cargos. Another press of the action area by a UMMU will ungrapple any empty resources, making a grapple space for another set of ucgo resource cargos.
3. When the "Pump" Vessel contains more than 1% battery level in it's tank, it will add a inflated habitat mesh directly ontop of the deflated mesh, representing an inflated habitat. If the O2 tanks are are also above 1% then the pump vessel will add an UCGO cargo, that when unpacked will create a pre configured breathable area, with no mesh right in the middle of the inflated habitat mesh. This invisible UCGO breathable area is my only way to turn on and off the breathable area in the visible habitat depending on levels of O2 and battery power, by "removing the vessel" and adding the vessel through the pump .dll.
Anyway, here is my problem.....
After creating nothing more than mesh placeholders last night and making switches to just test that my idea will work, I realised that the invisible Ucgo cargo that is my on/off switch for the breathable area, must be unpacked by a UMMU everytime that the pump vessel creates it, or the functional breathable area is not present.
I looked for other solutions to... A: Automatically unpack the cargo.... B: different configurations in the cfg file to try and get the UCGO breathable area initialised without having to unpack it....... etc...
I also figured, if there is no way to do this, then I guess I could just try and explain a realistic reason why a UMMU would have to do something in the middle of the habitat to initialise the O2 after the pump vessel inflated the habitat. (This would obviously give a good excuse to have to unpack the breathable area, but the sound file of, "Unpacking Cargo", would destroy imersion)
Anyway, if anyone else might have some bright ideas or ways to make this nore elegant, please lemme know..
JB
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