Changes for page Mission Director Guide

Last modified by Klaus Meyer on 2025/03/31 16:39

From version 32984.1
edited by Klaus Meyer
on 2025/03/31 16:39
Change comment: There is no comment for this version
To version 32970.6
edited by Michael Baumgardt
on 2023/10/27 12:28
Change comment: There is no comment for this version

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Author
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1 -xwiki:XWiki.Klaus
1 +xwiki:XWiki.Michael
Content
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220 220  Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[Script debug output>>doc:||anchor="HScriptdebugoutput"]]
221 221  {{/info}}
222 222  
223 +Script debug output
224 +
223 223  Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
224 224  
225 225  Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
... ... @@ -226,11 +226,8 @@
226 226  
227 227  **<do_while>** also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery.
228 228  
229 -Every action can have a //**chance**// attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped.
231 +Every action can have a //**chance**// attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed.
230 230  
231 -* If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed.
232 -* If chance is provided on an action within a <do_any>, it will have no effect on the random selection of the action. Only when the action gets selected, the chance will determine whether the action actually gets performed or skipped.
233 -
234 234  = Libraries =
235 235  
236 236  Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions.
... ... @@ -408,11 +408,11 @@
408 408  
409 409  Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:**
410 410  
411 -* {{code language="xml"}}0{{/code}}(integer number)
412 -* {{code language="xml"}}0772{{/code}}(leading 0 means octal integer number)
413 -* {{code language="xml"}}3.14159{{/code}}(floating point number)
414 -* {{code language="xml"}}5e12{{/code}}(float in exponent notation, "times ten to the power of")
415 -* {{code language="xml"}}0xCAFE{{/code}}(hexadecimal integer number)
410 +* {{code language="xml"}}0{{/code}} (integer number)
411 +* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number)
412 +* {{code language="xml"}}3.14159{{/code}} (floating point number)
413 +* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
414 +* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number)
416 416  
417 417  {{info}}
418 418  Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."
... ... @@ -421,7 +421,7 @@
421 421  You can write string literals by putting the string in single quotes:
422 422  
423 423  * {{code language="xml"}}'Hello world'{{/code}}
424 -* {{code language="xml"}}''{{/code}}(empty string)
423 +* {{code language="xml"}}''{{/code}} (empty string)
425 425  * {{code language="xml"}}'String with a line break\n'{{/code}}
426 426  
427 427  {{info}}
... ... @@ -433,12 +433,12 @@
433 433  
434 434  Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix:
435 435  
436 -* {{code language="xml"}}5000000000L{{/code}}(large integer)
437 -* {{code language="xml"}}1f{{/code}}(floating point number, same as 1.0, just 1 would be an integer)
438 -* {{code language="xml"}}1000Cr{{/code}}(Money in Credits, converted to 100000 cents automatically)
439 -* {{code language="xml"}}500m{{/code}}(Length in metres)
440 -* {{code language="xml"}}10s{{/code}}(Time in seconds)
441 -* {{code language="xml"}}1h{{/code}}(Time in hours, which is converted to 3600s automatically)
435 +* {{code language="xml"}}5000000000L{{/code}} (large integer)
436 +* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
437 +* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
438 +* {{code language="xml"}}500m{{/code}} (Length in metres)
439 +* {{code language="xml"}}10s{{/code}} (Time in seconds)
440 +* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
442 442  
443 443  A space between number and suffix is allowed.
444 444  
... ... @@ -570,20 +570,24 @@
570 570  |-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction
571 571  |
572 572  lt
573 -\\&lt; (<)|binary|
574 -{{code language="xml"}}1 lt 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
572 +\\< (<)|binary|
573 +{{code language="xml"}}1 lt 3{{/code}}
574 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
575 575  |
576 576  le
577 -\\&lt;=|binary|
578 -{{code language="xml"}}1 le 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
577 +\\<=|binary|
578 +{{code language="xml"}}1 le 3{{/code}}
579 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
579 579  |
580 580  gt
581 -\\&gt; (>)|binary|
582 -{{code language="xml"}}1 gt 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
582 +\\> (>)|binary|
583 +{{code language="xml"}}1 gt 3{{/code}}
584 +\\{{code language="xml"}}1 > 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
583 583  |
584 584  ge
585 -\\&gt;=|binary|
586 -{{code language="xml"}}1 ge 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
587 +\\>=|binary|
588 +{{code language="xml"}}1 ge 3{{/code}}
589 +\\{{code language="xml"}}1 >= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
587 587  |(((
588 588  
589 589  )))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to
... ... @@ -627,8 +627,8 @@
627 627  
628 628  There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this:
629 629  
630 -* {{code language="xml"}}(1 + 1)f{{/code}}⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}}
631 -* {{code language="xml"}}(1h) m / (180deg) i{{/code}}⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}}
633 +* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}}
634 +* {{code language="xml"}}(1h) m / (180deg) i{{/code}} ⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}}
632 632  
633 633  When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
634 634  
... ... @@ -636,8 +636,8 @@
636 636  
637 637  Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers:
638 638  
639 -* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}}⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}}
640 -* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}}⟹ {{code language="xml"}}'One plus one is not equal to 11.'{{/code}}
642 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}}
643 +* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is not equal to 11.'{{/code}}
641 641  
642 642  As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
643 643  
... ... @@ -669,9 +669,9 @@
669 669  \\**[New as of X Rebirth 4.0]**
670 670  \\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number):
671 671  
672 -* {{code language="xml"}}'%,s'.[12345678]{{/code}}⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
673 -* {{code language="xml"}}'%.3s'.[123.4]{{/code}}⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
674 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}}⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above)
675 +* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
676 +* {{code language="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
677 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above)
675 675  
676 676  Additional remarks:
677 677  
... ... @@ -712,19 +712,17 @@
712 712  
713 713  * Strings must start with '$', like variables
714 714  * null cannot be used as table key (but the number 0 is valid)
715 -* Lists, tables, groups, buildplans, loadouts and constructionsequences cannot be used as table keys
718 +* Lists, tables, groups and buildplans cannot be used as table keys
716 716  
717 717  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
718 718  
719 -* {{code language="xml"}}table[]{{/code}}⟹ creates an empty table
720 -* {{code language="xml"}}table[{0} = null]{{/code}}⟹ creates a table that maps the number 0 to null
722 +* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table
723 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null
721 721  
722 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}}⟹ a table that maps the string '$foo' to the string 'bar'
723 -* {{code language="xml"}}table[$foo = 'bar']{{/code}}⟹ exactly the same, just a shorter notation for string keys
724 -* {{code language="xml"}}table[foo = 'bar']{{/code}}⟹ error, 'foo' does not start with a '$'
725 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}}⟹ a table that maps 1 to an empty list and 2 to an empty table
726 -* {{code language="xml"}}table[faction.argon = 'bar']{{/code}}⟹ error, the expression faction.argon will not be resolved into a key value. Requires { } braces.
727 -* {{code language="xml"}}table[{faction.argon} = 'bar'] {{/code}}⟹ a table that maps the value faction.argon to the string 'bar'
725 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
726 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
727 +* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
728 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table
728 728  
729 729  Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
730 730  
... ... @@ -745,10 +745,10 @@
745 745  
746 746  You can look up a property by appending a dot and the key in curly braces:
747 747  
748 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}}⟹ 100 (reading the first element)
749 -* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}}⟹ 'world' (second element of the inner list, which is the third element of the outer list)
750 -* {{code language="xml"}}[].{'count'}{{/code}}⟹ 0
751 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}}⟹ 42
749 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
750 +* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
751 +* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0
752 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42
752 752  
753 753  In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
754 754  
... ... @@ -772,19 +772,19 @@
772 772  
773 773  **min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
774 774  
775 -* {{code language="xml"}}[1, 6, 8].min{{/code}}⟹ 1
776 +* {{code language="xml"}}[1, 6, 8].min{{/code}} ⟹ 1
776 776  
777 777  **average'** returns the average (but all element types have to be compatible)
778 778  
779 -* {{code language="xml"}}[1, 6, 8].average{{/code}}⟹ 5
780 +* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5
780 780  
781 781  **indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list
782 782  
783 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}}⟹ 3
784 +* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
784 784  
785 785  **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them)
786 786  
787 -* {{code language="xml"}}[1, 6, 8].clone{{/code}}⟹ {{code language="xml"}}[1, 6, 8]{{/code}}
788 +* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}}
788 788  
789 789  A table has different properties:
790 790  
... ... @@ -808,20 +808,20 @@
808 808  
809 809  If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false:
810 810  
811 -* {{code language="xml"}}$list.{5}{{/code}}⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
812 -* {{code language="xml"}}$list.{5}?{{/code}}⟹ true if $list exists and has the property 5, false otherwise
813 -* {{code language="xml"}}$table.$key?{{/code}}⟹ Analogously, true if $table exists and has the string property '$key'
812 +* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
813 +* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
814 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'
814 814  
815 815  The question mark can even be applied to variables:
816 816  
817 -* {{code language="xml"}}$list{{/code}}⟹ The value stored under the name $list, or an error if there is no such variable
818 -* {{code language="xml"}}$list?{{/code}}⟹ true if the variable exists, false otherwise
818 +* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
819 +* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
819 819  
820 820  To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix:
821 821  
822 -* {{code language="xml"}}@$list.{5}{{/code}}⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
823 -* {{code language="xml"}}@$list{{/code}}⟹ The list if this variable exists, null otherwise
824 -* {{code language="xml"}}@$list.{5}.{1}{{/code}}⟹ The first element of the fifth element of $list, if it exists, null otherwise
823 +* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
824 +* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
825 +* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
825 825  
826 826  As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour.
827 827  
... ... @@ -929,10 +929,10 @@
929 929  \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] for numbers.
930 930  
931 931  * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
932 -* {{code language="xml"}}$money.formatted.default{{/code}}(using default format string '%s')
933 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')
933 933  
934 934  * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
935 -* {{code language="xml"}}$time.formatted.default{{/code}}(using default format string '%T')
936 +* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T')
936 936  
937 937  In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
938 938  
... ... @@ -966,10 +966,10 @@
966 966  
967 967  Examples:
968 968  
969 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}}⟹ {{code language="xml"}}'00:02:31'{{/code}}
970 -* {{code language="xml"}}(151s).formatted.default{{/code}}⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'})
971 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}}⟹ {{code language="xml"}}'00:02:31.000'{{/code}}
972 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}}⟹ {{code language="xml"}}'0:02'{{/code}}
970 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}}
971 +* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'})
972 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}}
973 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}}
973 973  
974 974  === Complete property documentation ===
975 975  
... ... @@ -1006,7 +1006,6 @@
1006 1006  
1007 1007  * MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant).
1008 1008  * If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances.
1009 -** (!) Pitfall: It is recommended that cues are not removed if they were previously released in public builds, to prevent future cues with the same name leading to errors (see example below). Instead they can be emptied and marked as deprecated.
1010 1010  * As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name.
1011 1011  * You CANNOT change a <cue> to a <library> or vice versa.
1012 1012  * You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)
... ... @@ -1028,34 +1028,6 @@
1028 1028  When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.
1029 1029  {{/warning}}
1030 1030  
1031 -{{warning}}
1032 -(% id="cke_bm_221021S" style="display:none" %) (%%)Cue Removal Pitfall:
1033 -If you remove a cue and then later add another cue with the same name, old save files will not know that the cue has been removed inbetween. In the following example the first cue was created setting $val_1 and the game is saved.
1034 -{{code language="xml"}}<cue name="Deprecated_Test1">
1035 - <actions>
1036 - <set_value name="$val_1" exact="'old value'"/>
1037 - <debug_text text="$val_1"/>
1038 - </actions>
1039 -</cue>{{/code}}
1040 -\\If the Cue is deleted and years later a new cue with the same name appears, the old save will consider the new cue as already completed without executing its actions. The Cue PrintValue will fail to find a variable set up in its parent.
1041 -{{code language="xml"}}<cue name="Deprecated_Test1">
1042 - <actions>
1043 - <set_value name="$val_2" exact="'new value'"/>
1044 - <debug_text text="$val_2"/>
1045 - </actions>
1046 - <cues>
1047 - <cue name="PrintValue">
1048 - <actions>
1049 - <debug_text text="$val_2"/>
1050 - </actions>
1051 - </cue>
1052 - </cues>
1053 -</cue>{{/code}}
1054 -\\To avoid this, do not delete any cues (once they are public for save game compatibility), but empty them out and mark them as deprecated. This will prevent new cues with the same name in the script.
1055 -{{code language="xml"}}<!-- Deprecated Cues, kept to not duplicate names in future cues -->
1056 -<cue name="Deprecated_Test1" comment="deprecated"></cue>{{/code}}
1057 -{{/warning}}
1058 -
1059 1059  == Patching ==
1060 1060  
1061 1061  Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading.