Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 120.8
edited by Nick Quejada
on 2024/05/24 20:03
on 2024/05/24 20:03
Change comment:
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To version 124.6
edited by Klaus Meyer
on 2025/01/07 16:42
on 2025/01/07 16:42
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
Details
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... ... @@ -20,10 +20,24 @@ 20 20 21 21 {{toc scope="LOCAL" start="3"/}} 22 22 23 +=== Version 7.50 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)** 27 +|(% colspan="4" style="width:117px" %) 28 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 29 +|(% colspan="7" style="width:117px" %)((( 30 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 31 +))) 32 + 23 23 === Version 7.00 === 24 24 25 25 26 26 (% class="table-striped" %) 37 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 38 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.// 39 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 40 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 27 27 |(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 28 28 |(% colspan="4" style="width:117px" %)((( 29 29 //The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.// ... ... @@ -638,10 +638,7 @@ 638 638 ((( 639 639 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 640 640 ))) 641 -|(% colspan="4" %)(% colspan="3" %) 642 -((( 643 -//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.// 644 -))) 655 +|(% colspan="4" %)i 645 645 |(% colspan="1" %)(% colspan="1" %) 646 646 ((( 647 647 Scripts ... ... @@ -654,7 +654,7 @@ 654 654 ))) 655 655 |(% colspan="4" %)(% colspan="3" %) 656 656 ((( 657 - //The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.//668 +The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant. 658 658 ))) 659 659 |(% colspan="1" %)(% colspan="1" %) 660 660 ((( ... ... @@ -668,7 +668,7 @@ 668 668 ))) 669 669 |(% colspan="4" %)(% colspan="3" %) 670 670 ((( 671 - //These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.//682 +These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead. 672 672 ))) 673 673 |(% colspan="1" %)(% colspan="1" %) 674 674 ((( ... ... @@ -682,7 +682,7 @@ 682 682 ))) 683 683 |(% colspan="4" %)(% colspan="3" %) 684 684 ((( 685 - //These actions had no effect and were removed.//696 +These actions had no effect and were removed. 686 686 ))) 687 687 |(% colspan="1" %)(% colspan="1" %) 688 688 ((( ... ... @@ -696,7 +696,7 @@ 696 696 ))) 697 697 |(% colspan="4" %)(% colspan="3" %) 698 698 ((( 699 - //The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//710 +The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods. 700 700 ))) 701 701 |(% colspan="1" %)(% colspan="1" %) 702 702 ((( ... ... @@ -710,7 +710,7 @@ 710 710 ))) 711 711 |(% colspan="4" %)(% colspan="3" %) 712 712 ((( 713 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//724 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 714 714 ))) 715 715 |(% colspan="1" %)(% colspan="1" %) 716 716 ((( ... ... @@ -724,7 +724,7 @@ 724 724 ))) 725 725 |(% colspan="4" %)(% colspan="3" %) 726 726 ((( 727 - //Unused script action <hack_via_control_panel/> was removed.//738 +Unused script action <hack_via_control_panel/> was removed. 728 728 ))) 729 729 |(% colspan="1" %)(% colspan="1" %) 730 730 ((( ... ... @@ -738,7 +738,7 @@ 738 738 ))) 739 739 |(% colspan="4" %)(% colspan="3" %) 740 740 ((( 741 - //GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.//752 +GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 742 742 ))) 743 743 |((( 744 744 UI core ... ... @@ -749,7 +749,7 @@ 749 749 ))) 750 750 |(% colspan="4" %)(% colspan="3" %) 751 751 ((( 752 - //In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.//763 +In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button. 753 753 ))) 754 754 |(% colspan="1" %)(% colspan="1" %) 755 755 ((( ... ... @@ -763,7 +763,7 @@ 763 763 ))) 764 764 |(% colspan="4" %)(% colspan="3" %) 765 765 ((( 766 - //In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//777 +In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines. 767 767 ))) 768 768 |(% colspan="1" %)(% colspan="1" %) 769 769 ((( ... ... @@ -777,8 +777,8 @@ 777 777 ))) 778 778 |(% colspan="4" %)(% colspan="3" %) 779 779 ((( 780 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//781 - //It now returns true if $ware is illegal to any faction in the game.//791 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 792 +It now returns true if $ware is illegal to any faction in the game. 782 782 ))) 783 783 |(% colspan="1" %)(% colspan="1" %) 784 784 ((( ... ... @@ -792,7 +792,7 @@ 792 792 ))) 793 793 |(% colspan="4" %)(% colspan="3" %) 794 794 ((( 795 - //The MD script RML_Flight_Along_Path was not referened and was removed.//806 +The MD script RML_Flight_Along_Path was not referened and was removed. 796 796 ))) 797 797 |(% colspan="1" %)(% colspan="1" %) 798 798 ((( ... ... @@ -806,8 +806,8 @@ 806 806 ))) 807 807 |(% colspan="4" %)(% colspan="3" %) 808 808 ((( 809 - //old params: param = venture details, param2 = ships involved, param3 = duration//810 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//820 +old params: param = venture details, param2 = ships involved, param3 = duration 821 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 811 811 ))) 812 812 |((( 813 813 Scripts ... ... @@ -819,7 +819,7 @@ 819 819 ))) 820 820 |(% colspan="4" %)(% colspan="3" %) 821 821 ((( 822 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//833 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 823 823 ))) 824 824 |((( 825 825 Scripts ... ... @@ -848,9 +848,9 @@ 848 848 ))) 849 849 |(% colspan="10" %)(% colspan="3" %) 850 850 ((( 851 - //Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//862 +Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components. 852 852 853 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//864 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 854 854 ))) 855 855 |((( 856 856 Scripts ... ... @@ -861,7 +861,7 @@ 861 861 )))| | | 862 862 |(% colspan="10" %)(% colspan="3" %) 863 863 ((( 864 - //The script keyword $container.supplyresources now includes reserved wares.//875 +The script keyword $container.supplyresources now includes reserved wares. 865 865 ))) 866 866 867 867 ---- ... ... @@ -881,10 +881,10 @@ 881 881 ))) 882 882 |(% colspan="4" %)(% colspan="3" %) 883 883 ((( 884 - //2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active.885 -In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. //895 +2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active. 896 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. 886 886 887 - //It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.//898 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 888 888 ))) 889 889 |(% colspan="1" %)(% colspan="1" %) 890 890 ((( ... ... @@ -898,7 +898,7 @@ 898 898 ))) 899 899 |(% colspan="4" %)(% colspan="3" %) 900 900 ((( 901 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//912 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 902 902 ))) 903 903 904 904 ---- ... ... @@ -918,7 +918,7 @@ 918 918 ))) 919 919 |(% colspan="4" %)(% colspan="3" %) 920 920 ((( 921 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//932 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 922 922 ))) 923 923 |(% colspan="1" %)(% colspan="1" %) 924 924 ((( ... ... @@ -932,7 +932,7 @@ 932 932 ))) 933 933 |(% colspan="4" %)(% colspan="3" %) 934 934 ((( 935 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//946 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 936 936 ))) 937 937 |(% colspan="1" %)(% colspan="1" %) 938 938 ((( ... ... @@ -946,7 +946,7 @@ 946 946 ))) 947 947 |(% colspan="4" %)(% colspan="3" %) 948 948 ((( 949 - //Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.//960 +Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading. 950 950 ))) 951 951 |((( 952 952 UI extensions ... ... @@ -957,7 +957,7 @@ 957 957 ))) 958 958 |(% colspan="4" %)(% colspan="3" %) 959 959 ((( 960 - //Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.//971 +Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call. 961 961 ))) 962 962 |((( 963 963 UI extensions ... ... @@ -968,8 +968,8 @@ 968 968 ))) 969 969 |(% colspan="4" %)(% colspan="3" %) 970 970 ((( 971 - //Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.//972 - //Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//982 +Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case. 983 +Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta. 973 973 ))) 974 974 |((( 975 975 Scripts ... ... @@ -980,7 +980,7 @@ 980 980 ))) 981 981 |(% colspan="4" %)(% colspan="3" %) 982 982 ((( 983 - //This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues.//994 +This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues. 984 984 ))) 985 985 |((( 986 986 Scripts ... ... @@ -991,7 +991,7 @@ 991 991 ))) 992 992 |(% colspan="4" %)(% colspan="3" %) 993 993 ((( 994 - //For prior behavior, check for event.param being non-null.//1005 +For prior behavior, check for event.param being non-null. 995 995 ))) 996 996 |((( 997 997 AI Scripts ... ... @@ -1002,11 +1002,11 @@ 1002 1002 ))) 1003 1003 |(% colspan="4" %)(% colspan="3" %) 1004 1004 ((( 1005 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//1006 - //New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.//1007 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1016 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1017 +New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true. 1018 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 1008 1008 1009 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1020 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1010 1010 ))) 1011 1011 |((( 1012 1012 UI extensions ... ... @@ -1017,7 +1017,7 @@ 1017 1017 ))) 1018 1018 |(% colspan="4" %)(% colspan="3" %) 1019 1019 ((( 1020 - //Added possibility to query build tasks of a certain buildmodule.//1031 +Added possibility to query build tasks of a certain buildmodule. 1021 1021 ))) 1022 1022 |((( 1023 1023 UI extensions ... ... @@ -1028,7 +1028,7 @@ 1028 1028 ))) 1029 1029 |(% colspan="4" %)(% colspan="3" %) 1030 1030 ((( 1031 - //Added list of resources a buildmodule needs to build.//1042 +Added list of resources a buildmodule needs to build. 1032 1032 ))) 1033 1033 |((( 1034 1034 UI extensions ... ... @@ -1039,7 +1039,7 @@ 1039 1039 ))) 1040 1040 |(% colspan="4" %)(% colspan="3" %) 1041 1041 ((( 1042 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1053 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1043 1043 ))) 1044 1044 |((( 1045 1045 UI extensions ... ... @@ -1050,7 +1050,7 @@ 1050 1050 ))) 1051 1051 |(% colspan="4" %)(% colspan="3" %) 1052 1052 ((( 1053 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1064 +Changed return value type to const char* to better identify failure reasons in Lua script. 1054 1054 ))) 1055 1055 1056 1056 ---- ... ... @@ -1067,7 +1067,7 @@ 1067 1067 ))) 1068 1068 |(% colspan="4" %)(% colspan="3" %) 1069 1069 ((( 1070 - //The "docksizes" property no longer includes internal ship storage docks.//1081 +The "docksizes" property no longer includes internal ship storage docks. 1071 1071 ))) 1072 1072 |((( 1073 1073 All ... ... @@ -1078,11 +1078,11 @@ 1078 1078 ))) 1079 1079 |(% colspan="4" %)(% colspan="3" %) 1080 1080 ((( 1081 - //Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//1092 +Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships". 1082 1082 1083 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1084 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1085 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1094 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1095 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1096 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1086 1086 ))) 1087 1087 |((( 1088 1088 UI extensions ... ... @@ -1093,7 +1093,7 @@ 1093 1093 ))) 1094 1094 |(% colspan="4" %)(% colspan="3" %) 1095 1095 ((( 1096 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1107 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 1097 1097 ))) 1098 1098 |(% colspan="1" %)(% colspan="1" %) 1099 1099 ((( ... ... @@ -1107,9 +1107,9 @@ 1107 1107 ))) 1108 1108 |(% colspan="4" %)(% colspan="3" %) 1109 1109 ((( 1110 - //In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.//1121 +In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API. 1111 1111 1112 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1123 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1113 1113 ))) 1114 1114 |((( 1115 1115 UI extensions ... ... @@ -1120,7 +1120,7 @@ 1120 1120 ))) 1121 1121 |(% colspan="4" %)(% colspan="3" %) 1122 1122 ((( 1123 - //CancelConstruction() now returns if the cancellation was successful.//1134 +CancelConstruction() now returns if the cancellation was successful. 1124 1124 ))) 1125 1125 1126 1126 ---- ... ... @@ -1137,7 +1137,7 @@ 1137 1137 ))) 1138 1138 |(% colspan="4" %)(% colspan="3" %) 1139 1139 ((( 1140 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1151 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1141 1141 ))) 1142 1142 1143 1143 ----