Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. stefan1 +xwiki:XWiki.cbj - Content
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... ... @@ -25,20 +25,171 @@ 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 ((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 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 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 - <setup_conversation_minigame/>scriptactionremoved176 +**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 -// Thescript action was aleftoverfromtheXRera andwasnever supported inX4andcouldn'tbe usedinameaningfulway.Itwasthereforedecided tobetter drop italtogetherasit'snotexpected havingbeenusedbyany mods.//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.// 41 41 ))) 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 +))) 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/>scriptactionremoved201 +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 ((( 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 +((( 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 ))) 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 +))) 70 70 |(% colspan="1" %)(% colspan="1" %) 71 71 ((( 72 - Scripts318 +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 - $ware.illegalupdated324 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 79 79 ))) 80 80 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 81 81 ((( 82 -$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 $ware is illegal to any faction in the game. 328 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 84 84 ))) 85 85 |(% colspan="1" %)(% colspan="1" %) 86 86 ((( ... ... @@ -90,13 +90,12 @@ 90 90 3.0 Beta 1 91 91 )))|(% colspan="1" %)(% colspan="1" %) 92 92 ((( 93 - 'checkoperational' filter behaviourchanged338 +**$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.// 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 $ware is illegal to any faction in the game.// 100 100 ))) 101 101 |(% colspan="1" %)(% colspan="1" %) 102 102 ((( ... ... @@ -114,6 +114,77 @@ 114 114 ))) 115 115 |(% colspan="1" %)(% colspan="1" %) 116 116 ((( 361 +Scripts 362 +)))|(% colspan="1" %)(% colspan="1" %) 363 +((( 364 +3.0 Beta 1 365 +)))|(% colspan="1" %)(% colspan="1" %) 366 +((( 367 +parameters of **<event_venture_mission_completed/>** changed 368 +))) 369 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 370 +((( 371 +//old params: param = venture details, param2 = ships involved, param3 = duration// 372 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 373 +))) 374 +|((( 375 +Scripts 376 +)))|((( 377 +3.0 Beta 1 378 +)))|((( 379 +**<set_object_wing_name/>** removed, 380 +**<set_object_fleet_name/>** added 381 +))) 382 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 383 +((( 384 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 385 +))) 386 +|((( 387 +Scripts 388 +)))|((( 389 +3.0 Beta 1 390 +)))|((( 391 +**$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 +((( 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 ))) 462 +|(% colspan="3" %)(% colspan="3" %) 463 +((( 464 +== 2.00 == 465 +))) 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 ))) 612 +|(% colspan="3" %)(% colspan="3" %) 613 +((( 614 +== 1.50 == 615 +))) 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 ))) 681 +|(% colspan="3" %)(% colspan="3" %) 682 +((( 683 +== 1.32 == 684 +))) 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 ))) 696 +|(% colspan="3" %)(% colspan="3" %) 697 +((( 698 +== 1.20 == 699 +))) 369 369 |((( 370 370 UI extensions 371 371 )))|(((
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 83460874/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947406/Breaking Changes