Ok then.
I experimented with something similar while working on a project that involved in-orbit assembly of a Interplanetary vessel. I would dock a propulsion module and then have it rotate in to position.
I'm not sure how it'll work with UMMU's but here is how to do it.
Put a docking port and an attachment point at each interface point, in your case this would be the landing pad. Create a boollean for "Pad Occupied" or or some such.
Using clbkDockEvent, get the object handle of any vessel that docks with yours.
Using that handle get a vessel interface and determine if it is a compatible class. If it is, use the interface to undock it from the docking port and attach it to the attachment point. Use the boolean to flag the docking port as unavailable.
You can now manipulate everything using the attachment and object handles.
I experimented with something similar while working on a project that involved in-orbit assembly of a Interplanetary vessel. I would dock a propulsion module and then have it rotate in to position.
I'm not sure how it'll work with UMMU's but here is how to do it.
Put a docking port and an attachment point at each interface point, in your case this would be the landing pad. Create a boollean for "Pad Occupied" or or some such.
Using clbkDockEvent, get the object handle of any vessel that docks with yours.
Using that handle get a vessel interface and determine if it is a compatible class. If it is, use the interface to undock it from the docking port and attach it to the attachment point. Use the boolean to flag the docking port as unavailable.
You can now manipulate everything using the attachment and object handles.