Skip to content
Michael Billard edited this page Jun 29, 2019 · 1 revision

The BaseOutcome class is the basis for all outcome processing. An outcome is used with the resource processors as well as by the event system. It represents the consequences (or benefits) of a process result as well as the actions to take when an event's preconditions are met.

Fields

canBeRandom

Flag to indicate whether or not the outcome can be randomly selected. Requires random outcomes to be turned on. If it isn't then the outcome is always applied.

selectRandomCrew

Flag to indicate whether or not to select a random crew member for the outcome instead of applying the outcome to the entire crew.

playerMessage

Optional message to display to the player.

childOutcomes

Optional list of child outcomes to apply when the parent outcome is applied. Child outcomes use same vessel/kerbal as the parent.

Methods

Constructor

Initializes a new instance of the class.

Constructor

Initializes a new instance of the class.

Parameters

node: A ConfigNode containing initialization parameters.

Constructor

Initializes a new instance of the class.

Parameters

canBeRandom: If set to true, the outcome can be randomly selected.

Constructor

Initializes a new instance of the class.

Parameters

canBeRandom: If set to true, the outcome can be randomly selected.

playerMessage: A string containing a message to the player that is shown when the outcome is applied..

Load(ConfigNode)

Loads the configuration

Parameters

node: A ConfigNode containing data to load.

IsEnabled

Indicates whether or not the outcome is enabled.

Return value

true if inabled, false if not.

ApplyOutcome(Vessel,Snacks.SnacksProcessorResult)

Applies the outcome to the vessel's crew

Parameters

vessel: The Vessel being processed.

result: The Result of the processing attempt.

RemoveOutcome(Vessel)

Removes the outcome from the vessel's crew.

Clone this wiki locally