Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 123.2
edited by Matthias Haan
on 2024/12/20 11:39
on 2024/12/20 11:39
Change comment:
There is no comment for this version
To version 124.8
edited by Klaus Meyer
on 2025/01/07 16:43
on 2025/01/07 16:43
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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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Matthias1 +xwiki:XWiki.Klaus - Content
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... ... @@ -23,8 +23,12 @@ 23 23 === Version 7.50 === 24 24 25 25 (% class="table-striped" %) 26 -|(% colspan="1" style="width:117px" %)Parameters 27 -|(% colspan="4" style="width:117px" %)The <radar> section of <holomap> parameters has drastically changed its structure. 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 +))) 28 28 29 29 === Version 7.00 === 30 30 ... ... @@ -197,7 +197,7 @@ 197 197 ))) 198 198 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 199 199 ((( 200 - //The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//204 +The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object. 201 201 ))) 202 202 |((( 203 203 Cutscenes ... ... @@ -208,7 +208,7 @@ 208 208 ))) 209 209 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 210 210 ((( 211 - //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//215 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 212 212 ))) 213 213 214 214 ---- ... ... @@ -225,7 +225,7 @@ 225 225 ))) 226 226 |(% colspan="7" %)(% colspan="3" %) 227 227 ((( 228 - //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//232 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 229 229 ))) 230 230 231 231 ---- ... ... @@ -245,7 +245,7 @@ 245 245 ))) 246 246 |(% colspan="4" %)(% colspan="3" %) 247 247 ((( 248 - //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//252 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 249 249 ))) 250 250 |(% colspan="1" %)(% colspan="1" %) 251 251 ((( ... ... @@ -259,7 +259,7 @@ 259 259 ))) 260 260 |(% colspan="4" %)(% colspan="3" %) 261 261 ((( 262 - //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//266 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 263 263 ))) 264 264 |(% colspan="1" %)(% colspan="1" %) 265 265 ((( ... ... @@ -273,7 +273,7 @@ 273 273 ))) 274 274 |(% colspan="4" %)(% colspan="3" %) 275 275 ((( 276 - //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//280 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 277 277 ))) 278 278 |(% colspan="1" %)(% colspan="1" %) 279 279 ((( ... ... @@ -287,7 +287,7 @@ 287 287 ))) 288 288 |(% colspan="4" %)(% colspan="3" %) 289 289 ((( 290 - //The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.//294 +The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly. 291 291 ))) 292 292 |((( 293 293 UI extensions ... ... @@ -298,7 +298,7 @@ 298 298 ))) 299 299 |(% colspan="4" %)(% colspan="3" %) 300 300 ((( 301 - //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//305 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 302 302 ))) 303 303 |((( 304 304 Scripts ... ... @@ -309,7 +309,7 @@ 309 309 ))) 310 310 |(% colspan="4" %)(% colspan="3" %) 311 311 ((( 312 - //The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//316 +The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode. 313 313 ))) 314 314 |(% colspan="1" %)(% colspan="1" %) 315 315 ((( ... ... @@ -323,7 +323,7 @@ 323 323 ))) 324 324 |(% colspan="4" %)(% colspan="3" %) 325 325 ((( 326 - //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//330 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 327 327 ))) 328 328 |((( 329 329 Scripts ... ... @@ -334,7 +334,7 @@ 334 334 ))) 335 335 |(% colspan="4" %)(% colspan="3" %) 336 336 ((( 337 - //The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//341 +The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 338 338 ))) 339 339 340 340 ---- ... ... @@ -354,8 +354,8 @@ 354 354 ))) 355 355 |(% colspan="4" %)(% colspan="3" %) 356 356 ((( 357 - //Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).358 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. //361 +Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 362 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. 359 359 ))) 360 360 |((( 361 361 Scripts ... ... @@ -366,9 +366,9 @@ 366 366 ))) 367 367 |(% colspan="4" %)(% colspan="3" %) 368 368 ((( 369 - //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?373 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 370 370 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 371 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency //375 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 372 372 ))) 373 373 |(% colspan="1" %)(% colspan="1" %) 374 374 ((( ... ... @@ -382,10 +382,10 @@ 382 382 ))) 383 383 |(% colspan="4" %)(% colspan="3" %) 384 384 ((( 385 - //In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.386 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0). //389 +In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 390 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0). 387 387 388 - //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//392 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 389 389 ))) 390 390 |(% colspan="1" %)(% colspan="1" %) 391 391 ((( ... ... @@ -399,9 +399,9 @@ 399 399 ))) 400 400 |(% colspan="4" %)(% colspan="3" %) 401 401 ((( 402 - //4.00 Beta 5////introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//406 +4.00 Beta 5 introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions. 403 403 404 - //If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3()//function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).408 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 405 405 ))) 406 406 |((( 407 407 Parameters ... ... @@ -412,7 +412,7 @@ 412 412 ))) 413 413 |(% colspan="4" %)(% colspan="3" %) 414 414 ((( 415 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//419 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 416 416 ))) 417 417 |((( 418 418 Scripts ... ... @@ -423,7 +423,7 @@ 423 423 ))) 424 424 |(% colspan="4" %)(% colspan="3" %) 425 425 ((( 426 - //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//430 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 427 427 ))) 428 428 429 429 ---- ... ... @@ -440,7 +440,7 @@ 440 440 ))) 441 441 |(% colspan="7" %)(% colspan="3" %) 442 442 ((( 443 - //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//447 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 444 444 ))) 445 445 446 446 ---- ... ... @@ -457,9 +457,9 @@ 457 457 ))) 458 458 |(% colspan="4" %)(% colspan="3" %) 459 459 ((( 460 - //Old params: param = attacked object, param2 = attack method, param3 = attacked component//461 - //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]462 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead //464 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 465 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 466 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead 463 463 ))) 464 464 |(% colspan="1" %)(% colspan="1" %) 465 465 ((( ... ... @@ -473,7 +473,7 @@ 473 473 ))) 474 474 |(% colspan="4" %)(% colspan="3" %) 475 475 ((( 476 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//480 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 477 477 ))) 478 478 |((( 479 479 UI extensions ... ... @@ -484,7 +484,7 @@ 484 484 ))) 485 485 |(% colspan="4" %)(% colspan="3" %) 486 486 ((( 487 - //With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//491 +With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement. 488 488 ))) 489 489 490 490 ---- ... ... @@ -504,7 +504,7 @@ 504 504 ))) 505 505 |(% colspan="7" %)(% colspan="3" %) 506 506 ((( 507 - //Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//511 +Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions. 508 508 ))) 509 509 510 510 ---- ... ... @@ -524,7 +524,7 @@ 524 524 ))) 525 525 |(% colspan="4" %)(% colspan="3" %) 526 526 ((( 527 - //<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//531 +<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before. 528 528 ))) 529 529 |(% colspan="1" %)(% colspan="1" %) 530 530 ((( ... ... @@ -538,7 +538,7 @@ 538 538 ))) 539 539 |(% colspan="4" %)(% colspan="3" %) 540 540 ((( 541 - //<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//545 +<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added. 542 542 ))) 543 543 |(% colspan="1" %)(% colspan="1" %) 544 544 ((( ... ... @@ -552,9 +552,9 @@ 552 552 ))) 553 553 |(% colspan="4" %)(% colspan="3" %) 554 554 ((( 555 - //All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)559 +All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 556 556 557 - //Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//561 +Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml). 558 558 ))) 559 559 |(% colspan="1" %)(% colspan="1" %) 560 560 ((( ... ... @@ -568,7 +568,7 @@ 568 568 ))) 569 569 |(% colspan="4" %)(% colspan="3" %) 570 570 ((( 571 - //Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//575 +Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning. 572 572 ))) 573 573 |(% colspan="1" %)(% colspan="1" %) 574 574 ((( ... ... @@ -582,8 +582,8 @@ 582 582 ))) 583 583 |(% colspan="4" %)(% colspan="3" %) 584 584 ((( 585 - //Before the change, positions are relative to $dockingbay.parent.586 -After the change, positions are relative to $dockingbay as specified in the documentation. //589 +Before the change, positions are relative to $dockingbay.parent. 590 +After the change, positions are relative to $dockingbay as specified in the documentation. 587 587 ))) 588 588 |(% colspan="1" %)(% colspan="1" %) 589 589 ((( ... ... @@ -597,7 +597,7 @@ 597 597 ))) 598 598 |(% colspan="4" %)(% colspan="3" %) 599 599 ((( 600 - //Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//604 +Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData(). 601 601 ))) 602 602 |((( 603 603 Scripts ... ... @@ -608,7 +608,7 @@ 608 608 ))) 609 609 |(% colspan="4" %)(% colspan="3" %) 610 610 ((( 611 - //Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.615 +Before 3.0 Beta 2 there was just a single <event_object_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 612 612 3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced. 613 613 If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 614 614 On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). ... ... @@ -625,7 +625,7 @@ 625 625 ))) 626 626 |(% colspan="4" %)(% colspan="3" %) 627 627 ((( 628 - //MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//632 +MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function. 629 629 ))) 630 630 |((( 631 631 Job/God ... ... @@ -636,7 +636,7 @@ 636 636 ))) 637 637 |(% colspan="4" %)(% colspan="3" %) 638 638 ((( 639 - //To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//643 +To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria. 640 640 ))) 641 641 |(% colspan="1" %)(% colspan="1" %) 642 642 ((( ... ... @@ -650,7 +650,7 @@ 650 650 ))) 651 651 |(% colspan="4" %)(% colspan="3" %) 652 652 ((( 653 - //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.//657 +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. 654 654 ))) 655 655 |(% colspan="1" %)(% colspan="1" %) 656 656 ((( ... ... @@ -664,7 +664,7 @@ 664 664 ))) 665 665 |(% colspan="4" %)(% colspan="3" %) 666 666 ((( 667 - //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.//671 +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. 668 668 ))) 669 669 |(% colspan="1" %)(% colspan="1" %) 670 670 ((( ... ... @@ -678,7 +678,7 @@ 678 678 ))) 679 679 |(% colspan="4" %)(% colspan="3" %) 680 680 ((( 681 - //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.//685 +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. 682 682 ))) 683 683 |(% colspan="1" %)(% colspan="1" %) 684 684 ((( ... ... @@ -692,7 +692,7 @@ 692 692 ))) 693 693 |(% colspan="4" %)(% colspan="3" %) 694 694 ((( 695 - //These actions had no effect and were removed.//699 +These actions had no effect and were removed. 696 696 ))) 697 697 |(% colspan="1" %)(% colspan="1" %) 698 698 ((( ... ... @@ -706,7 +706,7 @@ 706 706 ))) 707 707 |(% colspan="4" %)(% colspan="3" %) 708 708 ((( 709 - //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.//713 +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. 710 710 ))) 711 711 |(% colspan="1" %)(% colspan="1" %) 712 712 ((( ... ... @@ -720,7 +720,7 @@ 720 720 ))) 721 721 |(% colspan="4" %)(% colspan="3" %) 722 722 ((( 723 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//727 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 724 724 ))) 725 725 |(% colspan="1" %)(% colspan="1" %) 726 726 ((( ... ... @@ -734,7 +734,7 @@ 734 734 ))) 735 735 |(% colspan="4" %)(% colspan="3" %) 736 736 ((( 737 - //Unused script action <hack_via_control_panel/> was removed.//741 +Unused script action <hack_via_control_panel/> was removed. 738 738 ))) 739 739 |(% colspan="1" %)(% colspan="1" %) 740 740 ((( ... ... @@ -748,7 +748,7 @@ 748 748 ))) 749 749 |(% colspan="4" %)(% colspan="3" %) 750 750 ((( 751 - //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.//755 +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. 752 752 ))) 753 753 |((( 754 754 UI core ... ... @@ -759,7 +759,7 @@ 759 759 ))) 760 760 |(% colspan="4" %)(% colspan="3" %) 761 761 ((( 762 - //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.//766 +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. 763 763 ))) 764 764 |(% colspan="1" %)(% colspan="1" %) 765 765 ((( ... ... @@ -773,7 +773,7 @@ 773 773 ))) 774 774 |(% colspan="4" %)(% colspan="3" %) 775 775 ((( 776 - //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.//780 +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. 777 777 ))) 778 778 |(% colspan="1" %)(% colspan="1" %) 779 779 ((( ... ... @@ -787,8 +787,8 @@ 787 787 ))) 788 788 |(% colspan="4" %)(% colspan="3" %) 789 789 ((( 790 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//791 - //It now returns true if $ware is illegal to any faction in the game.//794 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 795 +It now returns true if $ware is illegal to any faction in the game. 792 792 ))) 793 793 |(% colspan="1" %)(% colspan="1" %) 794 794 ((( ... ... @@ -802,7 +802,7 @@ 802 802 ))) 803 803 |(% colspan="4" %)(% colspan="3" %) 804 804 ((( 805 - //The MD script RML_Flight_Along_Path was not referened and was removed.//809 +The MD script RML_Flight_Along_Path was not referened and was removed. 806 806 ))) 807 807 |(% colspan="1" %)(% colspan="1" %) 808 808 ((( ... ... @@ -816,8 +816,8 @@ 816 816 ))) 817 817 |(% colspan="4" %)(% colspan="3" %) 818 818 ((( 819 - //old params: param = venture details, param2 = ships involved, param3 = duration//820 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//823 +old params: param = venture details, param2 = ships involved, param3 = duration 824 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 821 821 ))) 822 822 |((( 823 823 Scripts ... ... @@ -829,7 +829,7 @@ 829 829 ))) 830 830 |(% colspan="4" %)(% colspan="3" %) 831 831 ((( 832 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//836 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 833 833 ))) 834 834 |((( 835 835 Scripts ... ... @@ -858,9 +858,9 @@ 858 858 ))) 859 859 |(% colspan="10" %)(% colspan="3" %) 860 860 ((( 861 - //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.//865 +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. 862 862 863 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//867 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 864 864 ))) 865 865 |((( 866 866 Scripts ... ... @@ -871,7 +871,7 @@ 871 871 )))| | | 872 872 |(% colspan="10" %)(% colspan="3" %) 873 873 ((( 874 - //The script keyword $container.supplyresources now includes reserved wares.//878 +The script keyword $container.supplyresources now includes reserved wares. 875 875 ))) 876 876 877 877 ---- ... ... @@ -891,10 +891,10 @@ 891 891 ))) 892 892 |(% colspan="4" %)(% colspan="3" %) 893 893 ((( 894 - //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.895 -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. //898 +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. 899 +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. 896 896 897 - //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.//901 +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. 898 898 ))) 899 899 |(% colspan="1" %)(% colspan="1" %) 900 900 ((( ... ... @@ -908,7 +908,7 @@ 908 908 ))) 909 909 |(% colspan="4" %)(% colspan="3" %) 910 910 ((( 911 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//915 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 912 912 ))) 913 913 914 914 ---- ... ... @@ -928,7 +928,7 @@ 928 928 ))) 929 929 |(% colspan="4" %)(% colspan="3" %) 930 930 ((( 931 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//935 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 932 932 ))) 933 933 |(% colspan="1" %)(% colspan="1" %) 934 934 ((( ... ... @@ -942,7 +942,7 @@ 942 942 ))) 943 943 |(% colspan="4" %)(% colspan="3" %) 944 944 ((( 945 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//949 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 946 946 ))) 947 947 |(% colspan="1" %)(% colspan="1" %) 948 948 ((( ... ... @@ -956,7 +956,7 @@ 956 956 ))) 957 957 |(% colspan="4" %)(% colspan="3" %) 958 958 ((( 959 - //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.//963 +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. 960 960 ))) 961 961 |((( 962 962 UI extensions ... ... @@ -967,7 +967,7 @@ 967 967 ))) 968 968 |(% colspan="4" %)(% colspan="3" %) 969 969 ((( 970 - //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.//974 +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. 971 971 ))) 972 972 |((( 973 973 UI extensions ... ... @@ -978,8 +978,8 @@ 978 978 ))) 979 979 |(% colspan="4" %)(% colspan="3" %) 980 980 ((( 981 - //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.//982 - //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.//985 +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. 986 +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. 983 983 ))) 984 984 |((( 985 985 Scripts ... ... @@ -990,7 +990,7 @@ 990 990 ))) 991 991 |(% colspan="4" %)(% colspan="3" %) 992 992 ((( 993 - //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.//997 +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. 994 994 ))) 995 995 |((( 996 996 Scripts ... ... @@ -1001,7 +1001,7 @@ 1001 1001 ))) 1002 1002 |(% colspan="4" %)(% colspan="3" %) 1003 1003 ((( 1004 - //For prior behavior, check for event.param being non-null.//1008 +For prior behavior, check for event.param being non-null. 1005 1005 ))) 1006 1006 |((( 1007 1007 AI Scripts ... ... @@ -1012,11 +1012,11 @@ 1012 1012 ))) 1013 1013 |(% colspan="4" %)(% colspan="3" %) 1014 1014 ((( 1015 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//1016 - //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.//1017 - //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.//1019 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1020 +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. 1021 +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. 1018 1018 1019 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1023 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1020 1020 ))) 1021 1021 |((( 1022 1022 UI extensions ... ... @@ -1027,7 +1027,7 @@ 1027 1027 ))) 1028 1028 |(% colspan="4" %)(% colspan="3" %) 1029 1029 ((( 1030 - //Added possibility to query build tasks of a certain buildmodule.//1034 +Added possibility to query build tasks of a certain buildmodule. 1031 1031 ))) 1032 1032 |((( 1033 1033 UI extensions ... ... @@ -1038,7 +1038,7 @@ 1038 1038 ))) 1039 1039 |(% colspan="4" %)(% colspan="3" %) 1040 1040 ((( 1041 - //Added list of resources a buildmodule needs to build.//1045 +Added list of resources a buildmodule needs to build. 1042 1042 ))) 1043 1043 |((( 1044 1044 UI extensions ... ... @@ -1049,7 +1049,7 @@ 1049 1049 ))) 1050 1050 |(% colspan="4" %)(% colspan="3" %) 1051 1051 ((( 1052 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1056 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1053 1053 ))) 1054 1054 |((( 1055 1055 UI extensions ... ... @@ -1060,7 +1060,7 @@ 1060 1060 ))) 1061 1061 |(% colspan="4" %)(% colspan="3" %) 1062 1062 ((( 1063 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1067 +Changed return value type to const char* to better identify failure reasons in Lua script. 1064 1064 ))) 1065 1065 1066 1066 ---- ... ... @@ -1077,7 +1077,7 @@ 1077 1077 ))) 1078 1078 |(% colspan="4" %)(% colspan="3" %) 1079 1079 ((( 1080 - //The "docksizes" property no longer includes internal ship storage docks.//1084 +The "docksizes" property no longer includes internal ship storage docks. 1081 1081 ))) 1082 1082 |((( 1083 1083 All ... ... @@ -1088,11 +1088,11 @@ 1088 1088 ))) 1089 1089 |(% colspan="4" %)(% colspan="3" %) 1090 1090 ((( 1091 - //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".//1095 +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 1092 1093 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1094 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1095 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1097 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1098 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1099 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1096 1096 ))) 1097 1097 |((( 1098 1098 UI extensions ... ... @@ -1103,7 +1103,7 @@ 1103 1103 ))) 1104 1104 |(% colspan="4" %)(% colspan="3" %) 1105 1105 ((( 1106 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1110 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 1107 1107 ))) 1108 1108 |(% colspan="1" %)(% colspan="1" %) 1109 1109 ((( ... ... @@ -1117,9 +1117,9 @@ 1117 1117 ))) 1118 1118 |(% colspan="4" %)(% colspan="3" %) 1119 1119 ((( 1120 - //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.//1124 +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 1121 1122 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1126 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1123 1123 ))) 1124 1124 |((( 1125 1125 UI extensions ... ... @@ -1130,7 +1130,7 @@ 1130 1130 ))) 1131 1131 |(% colspan="4" %)(% colspan="3" %) 1132 1132 ((( 1133 - //CancelConstruction() now returns if the cancellation was successful.//1137 +CancelConstruction() now returns if the cancellation was successful. 1134 1134 ))) 1135 1135 1136 1136 ---- ... ... @@ -1147,7 +1147,7 @@ 1147 1147 ))) 1148 1148 |(% colspan="4" %)(% colspan="3" %) 1149 1149 ((( 1150 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1154 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1151 1151 ))) 1152 1152 1153 1153 ----