This is a Return Shuttles mod by SimRex. It pretty much speaks for its self “Return Shuttles".
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You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. <signature of Ty Coon>, 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. ______________________________________________________________ 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: firstname.lastname@example.org 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 <email@example.com> 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. 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Business and Legal Affairs, firstname.lastname@example.org. ______________________________________________________________ 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: email@example.com ______________________________________________________________ Read the files in the following Order (.de for German localization): 1. INSTALL 2. README Good Luck ;)
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