WaypointGenerator Behaviour - jrossignol/ContractConfigurator GitHub Wiki
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
}
}