techframework1.2.zip —
This is the new shuttle launch framework. This list of changes is long so I;ve added their change list here: CHANGE LIST
1.2: -Multiplayer Bugfixes -Added standard Carrier ship "Galaxy + Carrier"
1.1: -Some minor Bugfixes -Added some minor changes for Multiplayer -Added support for MLeoDaalder KeyFoundation, can be found here: http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=15481
1.0: - Release by the new Shuttle Launching group -Re-enable collision detection after launch - Admiral Ames, jwattsjr -Makes the Seconday Fireing working - mldaalder, defiant -Useful changes to the ftbMissionLib - Sim Rex -Additional Bug Fixes, some minor new functions - Defiant
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 " OEP" -> a HullSubsystem named "" 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.
Return Shuttles Changes (old) <> Version 0.7b: Big bug fixes
Version 0.6b: Code cleaned up
Version 0.5b: Re-formatted the .txt file from UNIX to Dos.
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).
Tech Framework 1.1 ======================== Short Version: -------------- After installing you will get a new ship, "Galaxy + Carrier", use this one to launch Shuttles. If you also want other ships to launch shuttles, read "How to make a ship capable of launching Shuttles.pdf" INCLUDES: -------------- Launching Framework originally by Evan Light aka sleight42 Secondary Targetting originally by Evan Light aka sleight42 New Technology System originally by Sim Rex Return Shuttles originally by Defiant http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=10320 for details. Author is sleight42, sleight42 and only sleight42, but since sleight42 is not programming for Bridge Commander anymore, we decided to release our own version. This package is maintained by {Sim Rex, jwattsjr, Admiral Ames and Defiant}. We fixed the bugs out of it, added a new options and packed them together. This is mainly a fork of the original Launching Framework by sleight42 which is no longer supported. Project leader is Defiant. Authors email: -Admiral Ames: [email protected] -Sim Rex: [email protected] -MLeoDaalder: [email protected] -jwattsjr: [email protected] -Defiant: [email protected] For details who is responsible for what see Changes.txt INSTALLATION ------------ Copy the folders data/ scripts/ and sfx/ and maybe Examples/ into your Bridge Commander install's directory. You should also copy the files from Examples/ into your main Bridge Commander install, to get your Galaxy configured for Launching. Please make sure that you always copy both, scripts/Custom/Carriers/Dauntless.py AND scripts/ships/Hardpoints/Galaxy.py - else the Game will not load! -If you don't do that, your first ships (the Galaxy) will not be configured for launching - then the Framework will not show up - DON'T BLAME US IF THAT HAPPEN! To use the secondary Targetting you should set 'Single Fire' to 0. Only the Phasers can currently use the Secondary Targetting. Make sure your Targets are in Phaser range before telling us, that 'this is not working'. If you upgrade from the old Shuttle Launching Framework please also copy the contents of Fixes/ into your BC install. GET SUPPORT ------------ If you have problems or any question, please post here: http://dynamic3.gamespy.com/~bridgecommander/phpBB/index.php We will answer as fast as we can. FOR MODDERS ----------- 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. 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" for an example. You can find a very good documentation by Dragon_UK on howto setup ship up for launching shuttles in the Documentation/ -folder. You can find a web application that can automaticly create a carrier file for you here: http://defiant.homedns.org/~erik/STBC/carrier/ Now all you have to do is adding Shuttle Bays to your Hardpoint file. KNOWN BUGS ---------- - Switching from a Carrier vessel to a non-Carrier results in the Launch buttons still being displayed on the Science Menu - Shuttle Launching Framework will not load when the Player's ship does not support that. - If you decide to use the Engineering / QBautostart Extension with this then please upgrade to atleast Version 0.6. CREDITS ---------- Thanks to Banbury for his GetShipList() snippet, and Dasher for the version in the Foundation. -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 LICENSE ---------- All scripts in this package 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.
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