Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
-
Page properties (1 modified, 0 added, 0 removed)
-
Objects (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Content
-
... ... @@ -25,6 +25,10 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 +|(% colspan="3" %)(% colspan="3" %) 29 +((( 30 +== 3.00 == 31 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 30 30 Scripts ... ... @@ -33,11 +33,11 @@ 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 - <setup_conversation_minigame/>scriptactionremoved40 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 37 37 ))) 38 38 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 39 39 ((( 40 - //The script actionwasaleftoverfromthe XR era andwas neversupportedinX4andcouldn't beusedinameaningful way.It wasthereforedecidedtobetter dropitaltogetherasit's notexpected having been usedby any mods.//44 +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. 41 41 ))) 42 42 |(% colspan="1" %)(% colspan="1" %) 43 43 ((( ... ... @@ -47,10 +47,80 @@ 47 47 3.0 Beta 1 48 48 )))|(% colspan="1" %)(% colspan="1" %) 49 49 ((( 50 - <hack_via_control_panel/>scriptactionremoved54 +Script action **<set_doors_locked/>** attribute **'group'** changed 51 51 ))) 52 52 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 53 53 ((( 58 +//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.// 59 +))) 60 +|(% colspan="1" %)(% colspan="1" %) 61 +((( 62 +Scripts 63 +)))|(% colspan="1" %)(% colspan="1" %) 64 +((( 65 +3.0 Beta 1 66 +)))|(% colspan="1" %)(% colspan="1" %) 67 +((( 68 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 69 +))) 70 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 71 +((( 72 +//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.// 73 +))) 74 +|(% colspan="1" %)(% colspan="1" %) 75 +((( 76 +Scripts 77 +)))|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 +3.0 Beta 1 80 +)))|(% colspan="1" %)(% colspan="1" %) 81 +((( 82 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 83 +))) 84 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 85 +((( 86 +//These actions had no effect and were removed.// 87 +))) 88 +|(% colspan="1" %)(% colspan="1" %) 89 +((( 90 +Scripts 91 +)))|(% colspan="1" %)(% colspan="1" %) 92 +((( 93 +3.0 Beta 1 94 +)))|(% colspan="1" %)(% colspan="1" %) 95 +((( 96 +**<setup_conversation_minigame/>** script action removed 97 +))) 98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 99 +((( 100 +//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.// 101 +))) 102 +|(% colspan="1" %)(% colspan="1" %) 103 +((( 104 +Scripts 105 +)))|(% colspan="1" %)(% colspan="1" %) 106 +((( 107 +3.0 Beta 1 108 +)))|(% colspan="1" %)(% colspan="1" %) 109 +((( 110 +<add_player_choice_*> **confidence** attribute removed 111 +))) 112 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 113 +((( 114 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 115 +))) 116 +|(% colspan="1" %)(% colspan="1" %) 117 +((( 118 +Scripts 119 +)))|(% colspan="1" %)(% colspan="1" %) 120 +((( 121 +3.0 Beta 1 122 +)))|(% colspan="1" %)(% colspan="1" %) 123 +((( 124 +**<hack_via_control_panel/>** script action removed 125 +))) 126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 127 +((( 54 54 //Unused script action <hack_via_control_panel/> was removed.// 55 55 ))) 56 56 |(% colspan="1" %)(% colspan="1" %) ... ... @@ -67,6 +67,17 @@ 67 67 ((( 68 68 //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.// 69 69 ))) 144 +|((( 145 +UI core 146 +)))|((( 147 +3.0 Beta 1 148 +)))|((( 149 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 150 +))) 151 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 152 +((( 153 +//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.// 154 +))) 70 70 |(% colspan="1" %)(% colspan="1" %) 71 71 ((( 72 72 Scripts ... ... @@ -75,12 +75,12 @@ 75 75 3.0 Beta 1 76 76 )))|(% colspan="1" %)(% colspan="1" %) 77 77 ((( 78 -$ware.illegal updated 163 +**$ware.illegal** updated 79 79 ))) 80 80 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 81 81 ((( 82 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 83 - \\It now returns true if $ware is illegal to any faction in the game.167 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 168 +//It now returns true if $ware is illegal to any faction in the game.// 84 84 ))) 85 85 |(% colspan="1" %)(% colspan="1" %) 86 86 ((( ... ... @@ -90,13 +90,11 @@ 90 90 3.0 Beta 1 91 91 )))|(% colspan="1" %)(% colspan="1" %) 92 92 ((( 93 - 'checkoperational' filterbehaviour changed178 +MD script **RML_Flight_Along_Path** removed 94 94 ))) 95 95 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 96 96 ((( 97 -//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.// 98 - 99 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 182 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 100 100 ))) 101 101 |(% colspan="1" %)(% colspan="1" %) 102 102 ((( ... ... @@ -106,12 +106,45 @@ 106 106 3.0 Beta 1 107 107 )))|(% colspan="1" %)(% colspan="1" %) 108 108 ((( 109 - MD script **RML_Flight_Along_Path**removed192 +parameters of **<event_venture_mission_completed/>** changed 110 110 ))) 111 111 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 112 112 ((( 113 -//The MD script RML_Flight_Along_Path was not referened and was removed.// 196 +//old params: param = venture details, param2 = ships involved, param3 = duration// 197 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 114 114 ))) 199 +|(% colspan="3" %)(% colspan="3" %) 200 +((( 201 +== 2.60 == 202 +))) 203 +|((( 204 +Scripts 205 +)))|((( 206 +2.60 Beta 1 207 +)))|((( 208 +'**checkoperational**' filter behaviour changed 209 +))) 210 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 211 +((( 212 +//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.// 213 + 214 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 215 +))) 216 +|((( 217 +Scripts 218 +)))|((( 219 +2.60 Beta 1 220 +)))|((( 221 +$container.**supplyresources** behavior changed 222 +))) 223 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 224 +((( 225 +//The script keyword $container.supplyresources now includes reserved wares.// 226 +))) 227 +|(% colspan="3" %)(% colspan="3" %) 228 +((( 229 +== 2.20 == 230 +))) 115 115 |(% colspan="1" %)(% colspan="1" %) 116 116 ((( 117 117 UI core ... ... @@ -144,6 +144,10 @@ 144 144 ((( 145 145 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 146 146 ))) 263 +|(% colspan="3" %)(% colspan="3" %) 264 +((( 265 +== 2.00 == 266 +))) 147 147 |(% colspan="1" %)(% colspan="1" %) 148 148 ((( 149 149 Scripts ... ... @@ -290,6 +290,10 @@ 290 290 ((( 291 291 //Changed return value type to const char* to better identify failure reasons in Lua script.// 292 292 ))) 413 +|(% colspan="3" %)(% colspan="3" %) 414 +((( 415 +== 1.50 == 416 +))) 293 293 |((( 294 294 UI extensions 295 295 )))|((( ... ... @@ -355,6 +355,10 @@ 355 355 ((( 356 356 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 357 357 ))) 482 +|(% colspan="3" %)(% colspan="3" %) 483 +((( 484 +== 1.32 == 485 +))) 358 358 |((( 359 359 UI extensions 360 360 )))|((( ... ... @@ -366,6 +366,10 @@ 366 366 ((( 367 367 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 368 368 ))) 497 +|(% colspan="3" %)(% colspan="3" %) 498 +((( 499 +== 1.20 == 500 +))) 369 369 |((( 370 370 UI extensions 371 371 )))|(((
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,1 @@ 1 -8 34608741 +86835243 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/8 3460874/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/86835243/Breaking Changes