Terminal and game environment

CLEARSCREEN

Clears the screen and places the cursor at the top left:

CLEARSCREEN.
PRINT

Prints the selected text to the screen. Can print strings, or the result of an expression:

PRINT "Hello".
PRINT 4+1.
PRINT "4 times 8 is: " + (4*8).
SET TERMINAL:WIDTH. GET TERMINAL:WIDTH

Gets or sets the terminal’s width in characters. For more information see terminal struct.

SET TERMINAL:HEIGHT. GET TERMINAL:HEIGHT

Gets or sets the terminal’s height in characters. For more information see terminal struct.

AT(col,line)
Parameters:
  • col – (integer) column starting with zero (left)
  • line – (integer) line starting with zero (top)

Used in combination with PRINT. Prints the selected text to the screen at specified location. Can print strings, or the result of an expression:

PRINT "Hello" AT(0,10).
PRINT 4+1 AT(0,10).
PRINT "4 times 8 is: " + (4*8) AT(0,10).
MAPVIEW
Access:Get/Set
Type:boolean

A variable that controls or queries whether or not the game is in map view:

IF MAPVIEW {
    PRINT "You are looking at the map.".
} ELSE {
    PRINT "You are looking at the flight view.".
}.

You can switch between map and flight views by setting this variable:

SET MAPVIEW TO TRUE.  // to map view
SET MAPVIEW TO FALSE. // to flight view
REBOOT

Stops the script here, and reboots the kOS module.

SHUTDOWN

Stops the script here, and causes kOS module to turn the power off.

GUI display tools

VECDRAW

See VECDRAWARGS, below

VECDRAWARGS

You can draw visual vectors on the screen in kOS to help debugging or to help show the player information. The full description can be found on the Vecdraw Page.

HUDTEXT

You can make text messages appear on the heads-up display, in the same way that the in-game stock messages appear, by calling the HUDTEXT function, as follows:

HUDTEXT( string Message,
         integer delaySeconds,
         integer style,
         integer size,
         RGBA colour,
         boolean doEcho).
Message
The message to show to the user on screen
delaySeconds
How long to make the message remain onscreen before it goes away. If another message is drawn while an old message is still displaying, both messages remain, the new message scrolls up the old message.
style
Where to show the message on the screen: - 1 = upper left - 2 = upper center - 3 = lower right - 4 = lower center Note that all these locations have their own defined slightly different fonts and default sizes, enforced by the stock KSP game.
size
A number describing the font point size: NOTE that the actual size varies depending on which of the above styles you’re using. Some of the locations have a magnifying factor attached to their fonts.
colour
The colour to show the text in, using one of the built-in colour names or the RGB constructor to make one up
doEcho
If true, then the message is also echoed to the terminal as “HUD: message”.

Examples:

HUDTEXT("Warning: Vertical Speed too High", 5, 2, 15, red, false).
HUDTEXT("docking mode begun", 8, 1, 12, rgb(1,1,0.5), false).