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ModActions

Activate Mod commands via action groups

License: GPL 3

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modactions's Issues

Duplicate ModuleResourceActions2

Because some MFT patches (and probably Fuel Switch patches) don't remove the RESOURCE nodes from the config, I suggest changing the part.cfg file to avoid adding duplicate ModuleResourceActions2 modules to those parts.

Suggested change:

@PART[*]:HAS[@MODULE[TankContentSwitcher]&!MODULE[ModuleResourceActions2]]:Final
{
MODULE
{
name = ModuleResourceActions2
}
}

@PART[*]:HAS[@MODULE[ModuleFuelTanks]&!MODULE[ModuleResourceActions2]]:Final
{
MODULE
{
name = ModuleResourceActions2
}
}

@PART[*]:HAS[@RESOURCE[*]&!MODULE[ModuleResourceActions2]]:Final
{
MODULE
{
name = ModuleResourceActions2
}
}

Problem with parts copied with symmetry

Steps:

  1. Attach a dock to vessel
  2. Add "Ctrl Here" as an action
  3. Assign "Ctrl Here" to an action group
  4. Reattach the dock with symmetry

Expected: All the parts have "Ctrl Here" in the action group

Actual: Only the explicitly placed part has "Ctrl Here"; the others have "Action1" and will not trigger when the action group is invoked

[feature request] Actions for MechJeb scripting module

In the pursuit of playing the game fully from IVA I've been wishing I could load and execute mech jeb scripting module slots with action groups. I don't need to be able to interact with anything else in the scripting module, do not need to be able to create scripts with this, just want to be able to start and stop already saved scripts from either global or vessel memory.

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