Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 28.1
edited by stefan
on 2019/03/14 12:26
Change comment: added breaking change note on GetControllerInfo()
To version 59.1
edited by cbj
on 2020/04/27 17:58
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.stefan
1 +xwiki:XWiki.cbj
Content
... ... @@ -25,11 +25,413 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
28 +|(% colspan="3" %)(% colspan="3" %)
29 +(((
30 +== 3.20 ==
31 +)))
32 +|(((
33 +Scripts
34 +)))|(((
35 +3.20 Beta 1
36 +)))|(((
37 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
38 +)))
39 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
40 +(((
41 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
42 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
43 +Note that this also means the component parameter to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
44 +)))
45 +|(% colspan="3" %)(% colspan="3" %)
46 +(((
47 +== 3.10 ==
48 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
51 +Scripts
52 +)))|(% colspan="1" %)(% colspan="1" %)
53 +(((
54 +3.10 Beta 1
55 +)))|(% colspan="1" %)(% colspan="1" %)
56 +(((
57 +Removed script action **<add_build/>**
58 +)))
59 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
60 +(((
61 +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.
62 +)))
63 +|(% colspan="3" %)(% colspan="3" %)
64 +(((
65 +== 3.00 ==
66 +)))
67 +|(% colspan="1" %)(% colspan="1" %)
68 +(((
69 +Scripts
70 +)))|(% colspan="1" %)(% colspan="1" %)
71 +(((
72 +3.0 Beta 6
73 +)))|(% colspan="1" %)(% colspan="1" %)
74 +(((
75 +Changed behaviour of script action **<get_suitable_job/>**
76 +)))
77 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
78 +(((
79 +<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.
80 +)))
81 +|(% colspan="1" %)(% colspan="1" %)
82 +(((
83 +Scripts
84 +)))|(% colspan="1" %)(% colspan="1" %)
85 +(((
86 +3.0 Beta 6
87 +)))|(% colspan="1" %)(% colspan="1" %)
88 +(((
89 +Changed behaviour of script action **<get_ware_definition/>**
90 +)))
91 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
92 +(((
93 +//<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.//
94 +)))
95 +|(% colspan="1" %)(% colspan="1" %)
96 +(((
97 +Global
98 +)))|(% colspan="1" %)(% colspan="1" %)
99 +(((
100 +3.0 Beta 5
101 +)))|(% colspan="1" %)(% colspan="1" %)
102 +(((
103 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
104 +)))
105 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
106 +(((
107 +//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.)\\
108 +
109 +//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).//
110 +)))
111 +|(% colspan="1" %)(% colspan="1" %)
112 +(((
113 +Scripts
114 +)))|(% colspan="1" %)(% colspan="1" %)
115 +(((
116 +3.0 Beta 5
117 +)))|(% colspan="1" %)(% colspan="1" %)
118 +(((
119 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
120 +)))
121 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
122 +(((
123 +//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.//
124 +)))
125 +|(% colspan="1" %)(% colspan="1" %)
126 +(((
127 +Scripts
128 +)))|(% colspan="1" %)(% colspan="1" %)
129 +(((
130 +3.0 Beta 5
131 +)))|(% colspan="1" %)(% colspan="1" %)
132 +(((
133 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
134 +)))
135 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
136 +(((
137 +//Before the change, positions are relative to $dockingbay.parent.
138 +After the change, positions are relative to $dockingbay as specified in the documentation.//
139 +)))
140 +|(% colspan="1" %)(% colspan="1" %)
141 +(((
142 +Global
143 +)))|(% colspan="1" %)(% colspan="1" %)
144 +(((
145 +3.0 Beta 2
146 +)))|(% colspan="1" %)(% colspan="1" %)
147 +(((
148 +Support for entity flag "**skillsvisible**" dropped
149 +)))
150 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
151 +(((
152 +//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().//
153 +)))
154 +|(((
155 +Scripts
156 +)))|(((
157 +3.0 Beta 2
158 +)))|(((
159 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
160 +)))
161 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
162 +(((
163 +//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.
164 +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.
165 +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.
166 +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).
167 +)))
168 +|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +Global
171 +)))|(% colspan="1" %)(% colspan="1" %)
172 +(((
173 +3.0 Beta 1
174 +)))|(% colspan="1" %)(% colspan="1" %)
175 +(((
176 +**MissionBoard** support dropped
177 +)))
178 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
179 +(((
180 +//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.//
181 +)))
182 +|(((
183 +Job/God
184 +)))|(((
185 +3.0 Beta 1
186 +)))|(((
187 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
188 +)))
189 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
190 +(((
191 +//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.//
192 +)))
193 +|(% colspan="1" %)(% colspan="1" %)
194 +(((
195 +Scripts
196 +)))|(% colspan="1" %)(% colspan="1" %)
197 +(((
198 +3.0 Beta 1
199 +)))|(% colspan="1" %)(% colspan="1" %)
200 +(((
201 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
202 +)))
203 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
204 +(((
205 +//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.//
206 +)))
207 +|(% colspan="1" %)(% colspan="1" %)
208 +(((
209 +Scripts
210 +)))|(% colspan="1" %)(% colspan="1" %)
211 +(((
212 +3.0 Beta 1
213 +)))|(% colspan="1" %)(% colspan="1" %)
214 +(((
215 +Script action **<set_doors_locked/>** attribute **'group'** changed
216 +)))
217 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
218 +(((
219 +//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.//
220 +)))
221 +|(% colspan="1" %)(% colspan="1" %)
222 +(((
223 +Scripts
224 +)))|(% colspan="1" %)(% colspan="1" %)
225 +(((
226 +3.0 Beta 1
227 +)))|(% colspan="1" %)(% colspan="1" %)
228 +(((
229 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
230 +)))
231 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
232 +(((
233 +//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.//
234 +)))
235 +|(% colspan="1" %)(% colspan="1" %)
236 +(((
237 +Scripts
238 +)))|(% colspan="1" %)(% colspan="1" %)
239 +(((
240 +3.0 Beta 1
241 +)))|(% colspan="1" %)(% colspan="1" %)
242 +(((
243 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
244 +)))
245 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
246 +(((
247 +//These actions had no effect and were removed.//
248 +)))
249 +|(% colspan="1" %)(% colspan="1" %)
250 +(((
251 +Scripts
252 +)))|(% colspan="1" %)(% colspan="1" %)
253 +(((
254 +3.0 Beta 1
255 +)))|(% colspan="1" %)(% colspan="1" %)
256 +(((
257 +**<setup_conversation_minigame/>** script action removed
258 +)))
259 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
260 +(((
261 +//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.//
262 +)))
263 +|(% colspan="1" %)(% colspan="1" %)
264 +(((
265 +Scripts
266 +)))|(% colspan="1" %)(% colspan="1" %)
267 +(((
268 +3.0 Beta 1
269 +)))|(% colspan="1" %)(% colspan="1" %)
270 +(((
271 +<add_player_choice_*> **confidence** attribute removed
272 +)))
273 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
274 +(((
275 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
276 +)))
277 +|(% colspan="1" %)(% colspan="1" %)
278 +(((
279 +Scripts
280 +)))|(% colspan="1" %)(% colspan="1" %)
281 +(((
282 +3.0 Beta 1
283 +)))|(% colspan="1" %)(% colspan="1" %)
284 +(((
285 +**<hack_via_control_panel/>** script action removed
286 +)))
287 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
288 +(((
289 +//Unused script action <hack_via_control_panel/> was removed.//
290 +)))
291 +|(% colspan="1" %)(% colspan="1" %)
292 +(((
30 30  UI core
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
296 +3.0 Beta 1
297 +)))|(% colspan="1" %)(% colspan="1" %)
298 +(((
299 +**Lua: **GetMiniGameCursorPosition() removed
300 +)))
301 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
302 +(((
303 +//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.//
304 +)))
305 +|(((
306 +UI core
307 +)))|(((
308 +3.0 Beta 1
309 +)))|(((
310 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
311 +)))
312 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
313 +(((
314 +//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.//
315 +)))
316 +|(% colspan="1" %)(% colspan="1" %)
317 +(((
318 +UI extensions
319 +)))|(% colspan="1" %)(% colspan="1" %)
320 +(((
321 +3.0 Beta 1
322 +)))|(% colspan="1" %)(% colspan="1" %)
323 +(((
324 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
325 +)))
326 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
327 +(((
328 +//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.//
329 +)))
330 +|(% colspan="1" %)(% colspan="1" %)
331 +(((
332 +Scripts
333 +)))|(% colspan="1" %)(% colspan="1" %)
334 +(((
335 +3.0 Beta 1
336 +)))|(% colspan="1" %)(% colspan="1" %)
337 +(((
338 +**$ware.illegal** updated
339 +)))
340 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
341 +(((
342 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
343 +//It now returns true if $ware is illegal to any faction in the game.//
344 +)))
345 +|(% colspan="1" %)(% colspan="1" %)
346 +(((
347 +Scripts
348 +)))|(% colspan="1" %)(% colspan="1" %)
349 +(((
350 +3.0 Beta 1
351 +)))|(% colspan="1" %)(% colspan="1" %)
352 +(((
353 +MD script **RML_Flight_Along_Path** removed
354 +)))
355 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
356 +(((
357 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
358 +)))
359 +|(% colspan="1" %)(% colspan="1" %)
360 +(((
361 +Scripts
362 +)))|(% colspan="1" %)(% colspan="1" %)
363 +(((
364 +3.0 Beta 1
365 +)))|(% colspan="1" %)(% colspan="1" %)
366 +(((
367 +parameters of **<event_venture_mission_completed/>** changed
368 +)))
369 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
370 +(((
371 +//old params: param = venture details, param2 = ships involved, param3 = duration//
372 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
373 +)))
374 +|(((
375 +Scripts
376 +)))|(((
377 +3.0 Beta 1
378 +)))|(((
379 +**<set_object_wing_name/>** removed,
380 +**<set_object_fleet_name/>** added
381 +)))
382 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
383 +(((
384 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
385 +)))
386 +|(((
387 +Scripts
388 +)))|(((
389 +3.0 Beta 1
390 +)))|(((
391 +**$controllable.wing.*** removed,
392 +**$controllable.fleet.*** added
393 +)))
394 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
395 +(((
396 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
397 +)))
398 +|(% colspan="3" %)(% colspan="3" %)
399 +(((
400 +== 2.60 ==
401 +)))
402 +|(((
403 +Scripts
404 +)))|(((
405 +2.60 Beta 1
406 +)))|(((
407 +'**checkoperational**' filter behaviour changed
408 +)))
409 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
410 +(((
411 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
412 +
413 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
414 +)))
415 +|(((
416 +Scripts
417 +)))|(((
418 +2.60 Beta 1
419 +)))|(((
420 +$container.**supplyresources** behavior changed
421 +)))
422 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
423 +(((
424 +//The script keyword $container.supplyresources now includes reserved wares.//
425 +)))
426 +|(% colspan="3" %)(% colspan="3" %)
427 +(((
428 +== 2.20 ==
429 +)))
430 +|(% colspan="1" %)(% colspan="1" %)
431 +(((
432 +UI core
433 +)))|(% colspan="1" %)(% colspan="1" %)
434 +(((
33 33  2.20 Beta 3/4
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
... ... @@ -57,6 +57,10 @@
57 57  (((
58 58  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
59 59  )))
462 +|(% colspan="3" %)(% colspan="3" %)
463 +(((
464 +== 2.00 ==
465 +)))
60 60  |(% colspan="1" %)(% colspan="1" %)
61 61  (((
62 62  Scripts
... ... @@ -203,6 +203,10 @@
203 203  (((
204 204  //Changed return value type to const char* to better identify failure reasons in Lua script.//
205 205  )))
612 +|(% colspan="3" %)(% colspan="3" %)
613 +(((
614 +== 1.50 ==
615 +)))
206 206  |(((
207 207  UI extensions
208 208  )))|(((
... ... @@ -268,6 +268,10 @@
268 268  (((
269 269  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
270 270  )))
681 +|(% colspan="3" %)(% colspan="3" %)
682 +(((
683 +== 1.32 ==
684 +)))
271 271  |(((
272 272  UI extensions
273 273  )))|(((
... ... @@ -279,6 +279,10 @@
279 279  (((
280 280  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
281 281  )))
696 +|(% colspan="3" %)(% colspan="3" %)
697 +(((
698 +== 1.20 ==
699 +)))
282 282  |(((
283 283  UI extensions
284 284  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -82182742
1 +91947406
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/82182742/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947406/Breaking Changes