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tech:compatibility_info

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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. 
- 
-**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. 
- 
-**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 
  
tech/compatibility_info.txt · Last modified: 2014/04/26 13:26 (external edit)