I am building a cruise missile I want it's wings to deploy as soon as I press fire weapons figured out how to do that but I want the wings to stay deployed when I let go off the fireweapons button when I set zeroOnDeactivate to false it just dissappears so when I searched on the website people said that it is set to false by default so my the wings of my missile should stay deployed why do they go back in? I am so confused need help
@PlanariaLab
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多分このポストの作者さんは二番目の事を望んでいたんでしょ
一番目はactivationGroup, zeroOnDeactivateにinputにもFireWeaponsが書いていなければ作者さんののぞみ通りうごきません
@Bombsmithfurry67
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https://snowflake0s.github.io/funkyguide.html
@Bombsmithfurry67
I don't know the link, but I do know that @SnoWFLakE0s . wrote
@PlanariaLab do you have a link about the basics of FT because I am new to modding I only know how to use XML mods
As far as I know there are two ways
First, enter
FireWeapons
in the activation group.You can use FT for activation groups in current version (official version, not beta version)
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Second, the method of irreversible input using FT.
Here is an example.
clamp01(sum(FireWeapons))
ZeroOnDeactivate needs an activation group:
Let's say there's rotator that can be controlled with VTOL, but ks locked by AG1. You activate AG1 amd move VTOL and the rotator will move accordingly. Now if ZeroOnDeactivate is false, then if you deactivate AG1, the rotator will stay where it was left (and moving the VTOL sloder wont affect it until AG1 is turned back on again), but if ZeroOnDeactivate is true, then when you turn off AG1, the rotator will go back to its original position.
Your problem here is that there's no activation group here, therefore ZeroOnDeactivate does nothing. It only does something when an AG is involved.
As for your problen, I'm sure there's a solution to it with funky trees but I'm not any good at that so I can't help with it, sorry