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tech:compatibility_info [2010/06/19 07:05] serialkicked created |
tech:compatibility_info [2014/04/26 13:26] |
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- | Here are the technical information related to my plugins. They can be used to ensure compatibility between your scripts and mine. | ||
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- | **General** | ||
- | * Tasks between 890 and 900 (included) are reserved by my plugins on any ship or station. | ||
- | * You can prevent my plugins from interacting in any way with an object by setting a local variable **anarkis.skipme** to //TRUE// on it | ||
- | * My scripts should be compatible with most mods and handle custom ships and weaponry | ||
- | * Ships created by my plugins have a local variable set to true to spot them. | ||
- | * Pirate Guild uses anarkis.pirate | ||
- | * Yaki Armada uses anarkis.yak | ||
- | * My ships also have the lv.jtp.block local variable set to TRUE (compatibility with RRF). | ||
- | * My plugins are using the new add/remove additional signal commands, you should do the same. | ||
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- | **Pirate Guild** | ||
- | * The plugin needs at least one pirate owned sector to works at all, the more sectors the better. | ||
- | * The plugin needs at least one Pirate Base ingame to works correctly, and here again the more, the better. | ||
- | * You can check the global variable anarkis.pirate.plugin to see if PG is currently enabled | ||
- | * Scripts that are messing with the relation to the pirate faction aren't compatible | ||