Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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... ... @@ -16,7 +16,7 @@ 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. 17 17 {{/warning}} 18 18 19 -= Breaking Changes = 19 += Breaking Changes (since 2.0 Beta 1) = 20 20 21 21 |=((( 22 22 Type ... ... @@ -48,83 +48,3 @@ 48 48 //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.// 49 49 //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.// 50 50 ))) 51 -|((( 52 -Scripts 53 -)))|((( 54 -2.0 Beta 1 55 -)))|((( 56 -**<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 57 -))) 58 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 59 -((( 60 -//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.// 61 -))) 62 -|((( 63 -Scripts 64 -)))|((( 65 -2.0 Beta 1 66 -)))|((( 67 -**<event_player_changed_target/>** now fires and returns null if the player deselects a target. 68 -))) 69 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 70 -((( 71 -//For prior behavior, check for event.param being non-null.// 72 -))) 73 -|((( 74 -AI Scripts 75 -)))|((( 76 -2.0 Beta 1 77 -)))|((( 78 -Attribute changes to **<shoot/>** and **<shoot_at/>** 79 -))) 80 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 81 -((( 82 -//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 83 -//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.// 84 -//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.// 85 - 86 -//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 87 -))) 88 -|((( 89 -All 90 -)))|((( 91 -1.50 Beta 2 92 -)))|((( 93 -Corrected **meaning of "Shipyard"** throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 94 -))) 95 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 96 -((( 97 -//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".// 98 - 99 -//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 100 -//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 101 -//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 102 -))) 103 -|(% colspan="1" %)(% colspan="1" %) 104 -((( 105 -UI extensions 106 -)))|(% colspan="1" %)(% colspan="1" %) 107 -((( 108 -1.50 Beta 1 109 -)))|(% colspan="1" %)(% colspan="1" %) 110 -((( 111 -**FFI:** Removed **SetGuidance()** argument useinfopoint. 112 -))) 113 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 114 -((( 115 -//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. 116 -// 117 - 118 -//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 119 -))) 120 -|((( 121 -UI extensions 122 -)))|((( 123 -1.32 124 -)))|((( 125 -**Lua:** Removed **GetComponentData()** property "**nextdestname**". 126 -))) 127 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 128 -((( 129 -//Instead of "nextdestname", use the GetComponentData() properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 130 -)))
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... ... @@ -1,1 +1,1 @@ 1 -78578 1341 +78577892 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78578 134/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577892/Breaking Changes