Launching Framework / New Technology Sytem

This is a Fix for the Shuttle Launching Framework by Sleight42 Fixed by Sim Rex. This well also add some new Technologies to the game....

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This is a Fix for the Shuttle Launching Framework by Sleight42 Fixed by Sim Rex.

This well also add some new Technologies to the game.

This is a great addon and is a must get.

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New Technology System

by Sim Rex
email: simrex@hotmail.com

All rights reserved.  It is allowed to redistribute this zip file without asking direct permission, provided nothing changes.  If you wish to distribute changes to the NewTechnologySystem code (techfunc.py ; Custom/Tech/ShipLaunch.py) , please contact me for permission first.

INSTALLATION
------------
** BE SURE TO MAKE A BACKUP OF scripts/LoadBridge.py FROM YOUR BRIDGE COMMANDER INSTALL PRIOR TO INSTALLATION
** AND THEN DELETE scripts/LoadBridge.py 
Unzip the contents of the ZIP file into your Bridge Commander install's directory.

Usage (modders only):

NewTechnologySysten is a system designed to make it easier to add new features to QuickBattle games, for exciting new additions to the game along the lines of sleight42's Launching Framework.

Once you've written the code to do what you want, and put it in your BC directory, you need to write a small .py file with a single function in it, the Setup() function, and put it in Scripts/Custom/Tech.  An example is provided in this bundle - ShipLaunch.py, for the Launching Framework.

Credit: Thanks to Banbury for his GetShipList() snippet, and Dasher for the version in the Foundation.  Thanks to sleight42 for permission to redistribute his launching framework with this new addon.

DISCLAIMER: THIS PACKAGE HAS NOTHING TO DO WITH TOTALLY GAMES OR ACTIVISION.  THIS PACKAGE IS INSTALLED ENTIRELY AT THE RISK OF THE USER.  THE CREATOR OFFERS NO GUARANTEE THAT IT WILL WORK, AND WILL NOT BE HELD RESPONSIBLE FOR ANY DAMAGE RESULTING FROM USE OF THIS PACKAGE.

---------------------------------------------------

Launching Framework 051102b

by Evan Light aka sleight42
email: sleight42@hotmail.com

All rights reserved

This package and it's contents may not be redistributed without the explicit permission of the author.


INSTALLATION
------------
** BE SURE TO MAKE A BACKUP OF scripts/LoadBridge.py FROM YOUR BRIDGE COMMANDER INSTALL PRIOR TO INSTALLATION
** AND THEN DELETE scripts/LoadBridge.py 
Unzip the contents of the ZIP file into your Bridge Commander install's directory.
Rock on

USAGE
-----
In SP and QB, there are two more buttons off of Miguel's Science menu:

"Launch"
"<ship class>: <ship quanitity>

The second button displays the currently selected ship class and how many are aboard.
The first button launches one ship of that class from the first shuttle bay found on the player ship

That simple!

FOR MODDERS
-----------
The Carrier class may be subclassed to suit any class of ship with a shuttle bay.  Also, a Carrier
can carry any type of ship (including of it's own type) in any variety and quantity.  Loadouts are
now accomplished through the Launcher instances which, in turn, can optionally be grouped within
LauncherGroup instances.  See "Dauntless.py" and "Sovreign.py" for examples

CHANGE LIST
-----------
050102:
- Added Launcher, LauncherGroup, and LauncherManager
- Carriers now contain Launchers and/or LauncherGroups instead of containing "ships"
- LauncherGroups contain arbitrary sets of Launchers.
- Launchers require *TWO* hardpoints (important for future releases):
	-> an ObjectEmitterProperty named "<launcher name> OEP"
	-> a HullSubsystem named "<launcher name>"
	NOTE: It would be wise to have both subsystems colocated at the same XYZ coordinate on the ship
- For each Launcher/LauncherGroup, a "Launcher #" and "Type: #" button pair is generated in the GUI

050502a:
- User-definable AIs may be specified on a per ship type basis
- Launched objects are optionally commandable on a per ship type basis

051102a:
- Carriers are now "plugins" defined in /scripts/Custom/Carriers.
  See the included /scripts/Custom/Carriers/Dauntless.py for an example.  There have been some changes to Carrier
  modules since 050502a.

051102b:
- Fixed a bug introduced in 051102a where a Launcher can launch more ships than it contains.

KNOWN BUGS
----------
- Assigning a QuickBattle FriendlyAI seems to raise an error.  This is ignored for now but needs to be dealth with.
- Not compatable with MP (yet)
- Switching from a Carrier vessel to a non-Carrier results in the Launch buttons still being displayed
  on the Science Menu (working on this one right now...)

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SimRex


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Registered 25th October 2002

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