This is required to launch shuttles during quick battle. Note this will not automaticaly make ever ship have this capability. Ships must be specificly modified for this purpose. However, those ships (such as the excalibur) that are modded for shuttle launch, will require this to be installed first.
Lisense and copyright information: Copyright (C) 2002 Evan Light (aka "sleight42") This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. The author will at no point provide any technical support for this product. This product has been released under GPL so that the general public may support/evolve this product as they see fit. Instructions and credits: Launching Framework 051102b by Evan Light aka sleight42 email: firstname.lastname@example.org 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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