Skip to content

Latest commit

 

History

History
27 lines (26 loc) · 2.55 KB

Part.md

File metadata and controls

27 lines (26 loc) · 2.55 KB

Part

A Part element represents a part in game. They have the following properties. They also have sub-elements each of which corresponds to a Part Modifier.

Name Type Description
tag string This is just a tag you can set, and currently it does nothing. It will probably do something in the future though.
id int This is the part ID, a unique integer used to reference it from elsewhere.
partType string Which type the part is.
position Vector3 The position of the part.
rotation Vector3 Euler angles representing the part's rotation.
name string This is the name field you can set in the designer. It doesn't do overly much
themeId GUID This is not used in a saved craft file from the editor, but in a saved craft from the sandbox. It indicates which theme the part uses (because multiple crafts with different themes can dock into one craft, which then has multiple themes.)
activated bool If the part is activated or not. Usually false, used in sandbox saves.
activationGroup int The activation group that will activate the part.
previouslyActivated bool If the part has been activated before.
activationStage int The index of the stage that, when triggered, will activate the part.
stageOverride bool If the stage has been overriden by the user. If false, then the game will try and auto-calculate the stage.
rootPart bool If true, this part is the root (primary command chip/pod).
commandPodId int The ID of the part's "root part", or command chip/pod in other words. Normally used in the sandbox for docked crafts.
materials list A list of integers, comma separated, indicating the material IDs of the Primary, Trim 1, Trim 2, etc slots. This can be as short as you like if only the first slots are used.
symmetryId GUID The GUID of the symmetry group the part is in.
mirrored bool Whether or not the part has been mirrored (reflected).
damage float How much damage the part has taken. The part will be destroyed when this reaches Config.maxDamage
style string The style to use. For instance the style of Interstage. This affects which model is used. Note that this option, as well as the three below it, can be repeated for each "Sub Part" on the part. For instance, the jet engine has both shroudStyle and nozzleStyle.
texture string The texture to use. Can be repeated, see style above.
textureTiling Vector2 How many repeats of the texture to tile. Can be repeated, see style above.
textureOffset Vector2 The offset of the texture tiling. Can be repeated, see style above.