Changes for page Breaking Changes

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

From version 33.1
edited by stefan
on 2019/06/26 12:02
Change comment: added setup_conversation_minigame note
To version 51.1
edited by nick
on 2020/01/08 17:05
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.nick
Content
... ... @@ -25,20 +25,78 @@
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
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
37 +3.0 Beta 5
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +Changes to $dockingbay.todockpos and $dockingbay.launchpos
41 +)))
42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 +(((
44 +//Before the change, positions are relative to $dockingbay.parent.
45 +After the change, positions are relative to $dockingbay as specified in the documentation.//
46 +)))
47 +|(% colspan="1" %)(% colspan="1" %)
48 +(((
49 +Global
50 +)))|(% colspan="1" %)(% colspan="1" %)
51 +(((
52 +3.0 Beta 2
53 +)))|(% colspan="1" %)(% colspan="1" %)
54 +(((
55 +Support for entity flag "**skillsvisible**" dropped
56 +)))
57 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
58 +(((
59 +//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().//
60 +)))
61 +|(((
62 +Scripts
63 +)))|(((
64 +3.0 Beta 2
65 +)))|(((
66 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
67 +)))
68 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
69 +(((
70 +//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.
71 +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.
72 +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.
73 +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).
74 +)))
75 +|(% colspan="1" %)(% colspan="1" %)
76 +(((
77 +Global
78 +)))|(% colspan="1" %)(% colspan="1" %)
79 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
36 -<setup_conversation_minigame/> script action removed
83 +MissionBoard support dropped
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 action was a left over 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.//
87 +//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.//
41 41  )))
89 +|(((
90 +Job/God
91 +)))|(((
92 +3.0 Beta 1
93 +)))|(((
94 +By default, job/god entries now only spawn objects in space added by the extension in which they are defined
95 +)))
96 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
97 +(((
98 +//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.//
99 +)))
42 42  |(% colspan="1" %)(% colspan="1" %)
43 43  (((
44 44  Scripts
... ... @@ -47,10 +47,94 @@
47 47  3.0 Beta 1
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 -<hack_via_control_panel/> script action removed
108 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
51 51  )))
52 52  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
53 53  (((
112 +//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.//
113 +)))
114 +|(% colspan="1" %)(% colspan="1" %)
115 +(((
116 +Scripts
117 +)))|(% colspan="1" %)(% colspan="1" %)
118 +(((
119 +3.0 Beta 1
120 +)))|(% colspan="1" %)(% colspan="1" %)
121 +(((
122 +Script action **<set_doors_locked/>** attribute **'group'** changed
123 +)))
124 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
125 +(((
126 +//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.//
127 +)))
128 +|(% colspan="1" %)(% colspan="1" %)
129 +(((
130 +Scripts
131 +)))|(% colspan="1" %)(% colspan="1" %)
132 +(((
133 +3.0 Beta 1
134 +)))|(% colspan="1" %)(% colspan="1" %)
135 +(((
136 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
137 +)))
138 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
139 +(((
140 +//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.//
141 +)))
142 +|(% colspan="1" %)(% colspan="1" %)
143 +(((
144 +Scripts
145 +)))|(% colspan="1" %)(% colspan="1" %)
146 +(((
147 +3.0 Beta 1
148 +)))|(% colspan="1" %)(% colspan="1" %)
149 +(((
150 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
151 +)))
152 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
153 +(((
154 +//These actions had no effect and were removed.//
155 +)))
156 +|(% colspan="1" %)(% colspan="1" %)
157 +(((
158 +Scripts
159 +)))|(% colspan="1" %)(% colspan="1" %)
160 +(((
161 +3.0 Beta 1
162 +)))|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +**<setup_conversation_minigame/>** script action removed
165 +)))
166 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
167 +(((
168 +//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.//
169 +)))
170 +|(% colspan="1" %)(% colspan="1" %)
171 +(((
172 +Scripts
173 +)))|(% colspan="1" %)(% colspan="1" %)
174 +(((
175 +3.0 Beta 1
176 +)))|(% colspan="1" %)(% colspan="1" %)
177 +(((
178 +<add_player_choice_*> **confidence** attribute removed
179 +)))
180 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
181 +(((
182 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
183 +)))
184 +|(% colspan="1" %)(% colspan="1" %)
185 +(((
186 +Scripts
187 +)))|(% colspan="1" %)(% colspan="1" %)
188 +(((
189 +3.0 Beta 1
190 +)))|(% colspan="1" %)(% colspan="1" %)
191 +(((
192 +**<hack_via_control_panel/>** script action removed
193 +)))
194 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
195 +(((
54 54  //Unused script action <hack_via_control_panel/> was removed.//
55 55  )))
56 56  |(% colspan="1" %)(% colspan="1" %)
... ... @@ -67,20 +67,30 @@
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  )))
212 +|(((
213 +UI core
214 +)))|(((
215 +3.0 Beta 1
216 +)))|(((
217 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
218 +)))
219 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
220 +(((
221 +//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.//
222 +)))
70 70  |(% colspan="1" %)(% colspan="1" %)
71 71  (((
72 -Scripts
225 +UI extensions
73 73  )))|(% colspan="1" %)(% colspan="1" %)
74 74  (((
75 75  3.0 Beta 1
76 76  )))|(% colspan="1" %)(% colspan="1" %)
77 77  (((
78 -$ware.illegal updated
231 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
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 $ware is illegal to any faction in the game.
235 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
84 84  )))
85 85  |(% colspan="1" %)(% colspan="1" %)
86 86  (((
... ... @@ -90,13 +90,12 @@
90 90  3.0 Beta 1
91 91  )))|(% colspan="1" %)(% colspan="1" %)
92 92  (((
93 -'checkoperational' filter behaviour changed
245 +**$ware.illegal** updated
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.//
249 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
250 +//It now returns true if $ware is illegal to any faction in the game.//
100 100  )))
101 101  |(% colspan="1" %)(% colspan="1" %)
102 102  (((
... ... @@ -114,6 +114,77 @@
114 114  )))
115 115  |(% colspan="1" %)(% colspan="1" %)
116 116  (((
268 +Scripts
269 +)))|(% colspan="1" %)(% colspan="1" %)
270 +(((
271 +3.0 Beta 1
272 +)))|(% colspan="1" %)(% colspan="1" %)
273 +(((
274 +parameters of **<event_venture_mission_completed/>** changed
275 +)))
276 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
277 +(((
278 +//old params: param = venture details, param2 = ships involved, param3 = duration//
279 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
280 +)))
281 +|(((
282 +Scripts
283 +)))|(((
284 +3.0 Beta 1
285 +)))|(((
286 +**<set_object_wing_name/>** removed,
287 +**<set_object_fleet_name/>** added
288 +)))
289 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
290 +(((
291 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
292 +)))
293 +|(((
294 +Scripts
295 +)))|(((
296 +3.0 Beta 1
297 +)))|(((
298 +**$controllable.wing.*** removed,
299 +**$controllable.fleet.*** added
300 +)))
301 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
302 +(((
303 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
304 +)))
305 +|(% colspan="3" %)(% colspan="3" %)
306 +(((
307 +== 2.60 ==
308 +)))
309 +|(((
310 +Scripts
311 +)))|(((
312 +2.60 Beta 1
313 +)))|(((
314 +'**checkoperational**' filter behaviour changed
315 +)))
316 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
317 +(((
318 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
319 +
320 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
321 +)))
322 +|(((
323 +Scripts
324 +)))|(((
325 +2.60 Beta 1
326 +)))|(((
327 +$container.**supplyresources** behavior changed
328 +)))
329 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
330 +(((
331 +//The script keyword $container.supplyresources now includes reserved wares.//
332 +)))
333 +|(% colspan="3" %)(% colspan="3" %)
334 +(((
335 +== 2.20 ==
336 +)))
337 +|(% colspan="1" %)(% colspan="1" %)
338 +(((
117 117  UI core
118 118  )))|(% colspan="1" %)(% colspan="1" %)
119 119  (((
... ... @@ -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  )))
369 +|(% colspan="3" %)(% colspan="3" %)
370 +(((
371 +== 2.00 ==
372 +)))
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  )))
519 +|(% colspan="3" %)(% colspan="3" %)
520 +(((
521 +== 1.50 ==
522 +)))
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  )))
588 +|(% colspan="3" %)(% colspan="3" %)
589 +(((
590 +== 1.32 ==
591 +)))
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  )))
603 +|(% colspan="3" %)(% colspan="3" %)
604 +(((
605 +== 1.20 ==
606 +)))
369 369  |(((
370 370  UI extensions
371 371  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -83460874
1 +89144724
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460874/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89144724/Breaking Changes