Return Shuttles

This is a Return Shuttles mod by SimRex. It pretty much speaks for its self “Return Shuttles".

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This is a Return Shuttles mod by SimRex. It pretty much speaks for its self “Return Shuttles".

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		    GNU GENERAL PUBLIC LICENSE
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______________________________________________________________
INSTALL:
==========
Step 1:
<---------->
Please install the Shuttle Launching Framework first before Installing this Mod and 
put the files into their right place.
You can get the Shuttle Launching Framework here: http://www.bcfiles.com/file.info?ID=4411


Step 2:
<---------->
You should apply a small patch to the Shuttle Launching Framework to change the Shuttle Names.
Look here: http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=9850&highlight=launchship+py
or simply copy the LaunchShip.py from Patch/ to your scripts/ftb Directory.


Step 3:
<---------->
You should update all your Carrier files for use with the Return Shuttles script.

However adding the Function "def GetMaxShuttles(self):" to the Carrier class is recommended to get
the scripts working while "def IgnoreTractors(self):" is not.

"def GetMaxShuttles(self):" just decline How much Shuttles a Ship can totally Carry while
"def IgnoreTractors(self):" says which Tractor NOT to use for docking.

Just look at the examples (especially the Dauntless file for "def IgnoreTractors()") in the Examples Directory.
The Syntax should be self-explained, but keep the spaces like they are!
______________________________________________________________
INSTALL:
==========
Schritt 1:
<---------->
Ihr müsst das "Shuttle Launching Framework" Installieren um diesen Mod zu benutzen. Danach kopiert ihr
die Dateien einfach an ihren Platz.
Das "Shuttle Launching Framework" gibt es hier: http://www.bcfiles.com/file.info?ID=4411


Schritt 2:
<---------->
You should apply a small patch to the Shuttle Launching Framework to change the Shuttle Names.
Look here: http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=9850&highlight=launchship+py
or simply copy the LaunchShip.py from Patch/ to your scripts/ftb Directory.


Schritt 3:
<---------->
Anschließend solltet ihr alle Carrier-Dateien updaten.

Wie auch immer, die Funktion "def GetMaxShuttles(self):" in der Carrier Klasse ist notwendig, damit dieses Script
einwandfrei arbeiten kann, "def IgnoreTractors(self):" ist es nicht.

"def GetMaxShuttles(self):" dekliniert wie viele Shuttles ein Schiff total tragen kann während
"def IgnoreTractors(self):" aussagt welche Traktostrahlen nicht zum Andocken verwendet werden.

Am besten schaut ihr euch die Beispiele (vor allem die Dauntless Datei für "def IgnoreTractors()") im Examples-Ordner dafür an.
Die Syntax sollte selbsterklärend sein, lasst aber die Zwischenräume so wie sie sind!
______________________________________________________________
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.
______________________________________________________________
README:
==========
This is Version 0.4b (4th beta release)


Author:
<---------->
Defiant <mail@defiant.homedns.org>
http://StarTrek.webhop.info


Introduction:
<---------->

What the hell is this?
Watch http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=10320
for details.

In Short:
This Mod allows you (or will allow you in the future) to Return your
launched Shuttles into your Bay - or any other Shuttle if you want so.
Its based on the E6M2 Mission.

This Mod is coming with the NTS by Sim Rex (NewTechnologySystemREADME.txt).
The NTS is the Loader for the scripts.


Usage:
<---------->
Position your Shuttle Bay towards your Target and Tractor it in!


Requirements:
<---------->
-the Shuttle Launch Framework by sleight42
-A compatible Ship HP for the Host Ship (The Galaxy HP of the Carrier System is a good HP-Example).


Thank you very much:
<---------->
-Sim Rex for a few functions, many help and his NTS
-BCU community for that nice Idea.
-Sleight42 for his Shuttle Launching Framework: Some parts of this script are based on this Framework.
-Admiral Ames for his Idea to exclude Tractors


Known Bugs:
<---------->
Shuttle Launching Framework not working after launching all Shuttles


Important Changes:
<---------->
Version 0.4b:
Added the Possibility to exclude Tractors for Docking

Version 0.3b:
File scripts/Custom/Carrier/SetMaxShuttlesInBay.py is no longer used.
Update your Carrier files instead (see Install.txt).


License etc (suck!):
<---------->
The TractorBeamOn() and TractorTargetDock() Fuctions are under the property
of Activision and under the SDK License (see SDKLicense.txt for details).
All changes and addtions by me are under the GPL (gpl.txt for details)

"THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION."

LIMITATION ON DAMAGES. IN NO EVENT WILL ACTIVISION BE LIABLE FOR SPECIAL,
INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR
MALFUNCTION OF THE PROGRAM OR PROGRAM UTILITIES, INCLUDING DAMAGES TO
PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE
EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ACTIVISION
HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

Sorry for...:
<---------->
My Bad English and the long time I need to this - but I don't have that much
time!
______________________________________________________________
STAR TREK BRIDGE COMMANDER SDK LICENSING AGREEMENT
PROGRAM UTILITIES. These files contain certain design, programming and processing utilities, tools, assets and other resources for use with the Star Trek: Bridge Commander game that allow you to customize or create new missions, environments and other related game materials for personal use in Star Trek: Bridge Commander. Activision does not provide technical support for these tools  or the New Game Materials created by using these tools. All use of such materials is at your own risk. The use of these tools shall be subject to Software License Agreement contained within the Star Trek: Bridge Commander manual, as amended by the following additional license terms and restrictions: 
* You agree that, as a condition to your using these tools, you will not use or allow third parties to use the tools and the New Game Material created by you for any commercial purposes, including but not limited to selling, renting, leasing, licensing, distributing, or otherwise transferring the ownership of such New Game Materials, whether on a stand alone basis or packaged in combination with the New Game Materials created by others, through any and all distribution channels, including, without limitation, retail sales and on-line electronic distribution. You agree not to solicit, initiate or encourage any proposal or offer from any person or entity to create any New Game Materials for commercial distribution. You agree to promptly inform Activision in writing of any instances of your receipt of any such proposal or offer.

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* New Game Materials may be created only if such New Game Materials can be used exclusively in combination with the retail version of the Program. New Game Materials may not be designed to be used as a stand-alone product.

* New Game Materials must not contain any illegal, obscene or defamatory materials, materials that infringe rights of privacy and publicity of third parties or (without appropriate irrevocable licenses granted specifically for that purpose) any trademarks, copyright-protected works or other properties of third parties.

* All New Game Materials must contain prominent identification at least in any on-line description and with reasonable duration on the opening screen: (a) the name and E-mail address of the New Game Materials creator(s) and (b) the words "THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION." 
LIMITATION ON DAMAGES.  IN NO EVENT WILL ACTIVISION BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM OR PROGRAM UTILITIES, INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 
TERMINATION. Without prejudice to any other rights of Activision, this Agreement will terminate automatically if you fail to comply with its terms and conditions. In such event, you must destroy all copies of the Program Utilities and all of its component parts. 
INJUNCTION. Because Activision would be irreparably damaged if the terms of this Agreement were not specifically enforced, you agree that Activision shall be entitled, without bond, other security or proof of damages, to appropriate equitable remedies with respect to breaches of this Agreement, in addition to such other remedies as Activision may otherwise have under applicable laws. 
INDEMNITY.  You agree to indemnify, defend and hold Activision, its partners, licensors, affiliates, contractors, officers, directors, employees and agents harmless from all damages, losses and expenses arising directly or indirectly from your acts and omissions to act in using the Product pursuant to the terms of this Agreement 
MISCELLANEOUS. This Agreement represents the complete agreement concerning this license between the parties and supersedes all prior agreements and representations between them. It may be amended only by a writing executed by both parties. If any provision of this Agreement is held to be unenforceable for any reason, such provision shall be reformed only to the extent necessary to make it enforceable and the remaining provisions of this Agreement shall not be affected. This Agreement shall be construed under California law as such law is applied to agreements between California residents entered into and to be performed within California, except as governed by federal law and you consent to the exclusive jurisdiction of the state and federal courts in Los Angeles, California. 
The program utilities that are the subject matter of this license contain software used under license including: MAXImmerse  (c) 2002 Numerical Design, Ltd. All rights reserved. 
If you have any questions concerning this license, you may contact Activision at 3100 Ocean Park Boulevard, Santa Monica, California 90405, USA, (310) 255-2000, Attn. Business and Legal Affairs, legal@activision.com.
______________________________________________________________
TODO:
==========
- Fix Bug with Carrier System after Launching all Ships
- Perhaps a Timer before increasing Shuttle count.
- Clean up code!


You want to help?
Be welcome: mail@defiant.homedns.org
______________________________________________________________
Read the files in the following Order (.de for German localization):
1. INSTALL
2. README
Good Luck ;)

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SimRex


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