Lua/MissilePartInfo

About Registers
Missile Components currently have 2 available settings registers, internally stored as a point (x,y). This binding exposes this set of registers as a single-dimensional, two-element table with the following mapping scheme:

Most of the time, you can figure out which register maps to which setting on the GUI by counting from the top of the menu downwards.



This is a rather awkward arrangement, and will be changed in a future release of the game. -- N3X15 (talk) 22:19, 29 March 2016 (UTC)

Name

 * String Name (readonly)
 * Name of the part

Registers

 * Single[] Registers (readonly)
 * (DEPRECATED) Read-only list of the part's settings registers. 1 is the first register, corresponds with top settings section.  There are always 2 registers.
 * (DEPRECATED) Read-only list of the part's settings registers. 1 is the first register, corresponds with top settings section.  There are always 2 registers.

SendRegister

 * Void SendRegister(Int32 index, Single value)
 * (DEPRECATED) Send an update to the corresponding register.
 * (DEPRECATED) Send an update to the corresponding register.