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tech:compatibility_info

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tech:compatibility_info [2010/07/07 03:35]
serialkicked
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. 
-    * Text/PageID between 8510 and 8520 (included) are reserved by my plugins 
-    * 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 
- 
-====== Anarkis Defense System - Command Slots ====== 
-  * General (830) - ANARKIS_SETDOCKED 
-  * General (831) - ANARKIS_SELLWARES 
-  * General (832) - ANARKIS_BUYWARES 
-  * General (833) - ANARKIS_DEFENSIVEWING 
-  * General (834) - ANARKIS_ATTACKWING 
-  * General (835) - ANARKIS_CLEANSECTOR 
-  * General (836) - ANARKIS_DOCKALL 
-  * Additional Slot (1237) - ANARKIS_SETTACTICS 
-  * Additional Slot (1238) - ANARKIS_AUTOCARRIER 
-  * Station Slot (1137) - ANARKIS_SETUPSTATION 
-  * Station Slot (1138) - ANARKIS_STATIONDEFENSE 
- 
-====== Local Variables ====== 
- 
-Here is a list of most local variables used by my plugins and their usages. There'​s quite a bunch and one of my projects is to get something a bit more unified, but given the insane amount of bugs it could cause and the fact that i'd need to change all my scripts at the same time, it's a very low priority job. 
- 
-===== All Scripts ===== 
- 
-  * **anarkis.job** - Used to check the current job of a ship. 
-  * **anarkis.mission** - Tag objects/​targets of a mission (the value depends of the mission) ​ 
-  * **anarkis.skipme** - Tag this object for it to be ignored by all my plugins. 
- 
-===== Anarkis Defense System ===== 
- 
-  * **anarkis.acc.ship** - Tag ships used by ADS carriers and stations in Automated Mode 
-  * **anarkis.acc.skipme** - Prevent a ship from being used by ADS AutoMode (mainly used by PG and YA) 
-  * **anarkis.ads.grid** - Tag ships members of the Defense Grid  
-  * **anarkis.ads.grid.busy** - Ships currently battling for the grid have this flag set 
- 
-===== Khaak Patrols ===== 
-  * **anarkis.khaak** - All KP assets have this variable ​ 
- 
- 
-===== Pirate Guild ===== 
-  * **anarkis.pirate** - All PG related assets have this variable ​ 
-  * **anarkis.pirate.cmd** - current orders of a ship (used to restore wing settings on leader death) 
-  * **anarkis.pirate.hunter** - Tag bounty hunters 
-  * **anarkis.pirate.reward** - Put on PG ships, current reward for the destruction of this ship 
-  * **anarkis.pirate.targetship** - tag targets of the Guild / Missions 
- 
-===== Yaki Armada ===== 
-  * **anarkis.yaki** - All YA assets have this variable 
-  * **anarkis.flag.return** - Used to prevent the zombie docking bug when not using ADS 
tech/compatibility_info.txt · Last modified: 2014/04/26 13:26 (external edit)