Anarkis Gaming Wiki

Documentation Center for our games and mods

User Tools

Site Tools

[ Wiki Home ] - [ Anarkis Gaming Studio ] - [ Forums ] - [ Unending Galaxy Manual ]


tech:compatibility_info

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
tech:compatibility_info [2010/06/19 07:13]
serialkicked
tech:compatibility_info [2014/04/26 13:26] (current)
Line 1: Line 1:
 Here are the technical information related to my plugins. They can be used to ensure compatibility between your scripts and mine. Here are the technical information related to my plugins. They can be used to ensure compatibility between your scripts and mine.
  
-**General**+~~NOTOC~~ 
 + 
 +====== ​General ​======
     * Tasks between 890 and 900 (included) are reserved by my plugins on any ship or station.     * 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     * 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+    * You can prevent my plugins from interacting in 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     * 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.     * Ships created by my plugins have a local variable set to true to spot them.
-    ​* Pirate Guild uses anarkis.pirate +    * My ships have the lv.jtp.block local variable set to TRUE (compatibility with RRF).
-    * 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.     * My plugins are using the new add/remove additional signal commands, you should do the same.
  
-**Pirate Guild**+====== ​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 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.     * The plugin needs at least one Pirate Base ingame to works correctly, and here again the more, the better.
Line 18: Line 18:
     * Scripts that are messing with the relation to the pirate faction aren't compatible     * Scripts that are messing with the relation to the pirate faction aren't compatible
  
-**Anarkis Defense System** +====== ​Anarkis Defense System ​Command ​Slots ======
- +
-Command ​slots used : +
   * General (830) - ANARKIS_SETDOCKED   * General (830) - ANARKIS_SETDOCKED
   * General (831) - ANARKIS_SELLWARES   * General (831) - ANARKIS_SELLWARES
Line 29: Line 26:
   * General (835) - ANARKIS_CLEANSECTOR   * General (835) - ANARKIS_CLEANSECTOR
   * General (836) - ANARKIS_DOCKALL   * General (836) - ANARKIS_DOCKALL
-  * Additional Slot (1231) - ANARKIS_SETTACTICS +  * Additional Slot (1237) - ANARKIS_SETTACTICS 
-  * Additional Slot (1232) - ANARKIS_AUTOCARRIER +  * Additional Slot (1238) - ANARKIS_AUTOCARRIER 
-  * Station Slot (1131) - ANARKIS_SETUPSTATION +  * Station Slot (1137) - ANARKIS_SETUPSTATION 
-  * Station Slot (1132) - ANARKIS_STATIONDEFENSE+  * 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.1276924414.txt.gz · Last modified: 2014/04/26 12:57 (external edit)