Changes for page Breaking Changes

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

From version 34.1
edited by klaus
on 2019/06/28 12:10
Change comment: Removed script features related to minigame and hacking
To version 53.1
edited by klaus
on 2020/01/09 15:53
Change comment: There is no comment for this version

Summary

Details

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Content
... ... @@ -25,14 +25,128 @@
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 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
41 +)))
42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 +(((
44 +//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.//
45 +)))
46 +|(% colspan="1" %)(% colspan="1" %)
47 +(((
48 +Scripts
49 +)))|(% colspan="1" %)(% colspan="1" %)
50 +(((
51 +3.0 Beta 5
52 +)))|(% colspan="1" %)(% colspan="1" %)
53 +(((
54 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
55 +)))
56 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
57 +(((
58 +//Before the change, positions are relative to $dockingbay.parent.
59 +After the change, positions are relative to $dockingbay as specified in the documentation.//
60 +)))
61 +|(% colspan="1" %)(% colspan="1" %)
62 +(((
63 +Global
64 +)))|(% colspan="1" %)(% colspan="1" %)
65 +(((
66 +3.0 Beta 2
67 +)))|(% colspan="1" %)(% colspan="1" %)
68 +(((
69 +Support for entity flag "**skillsvisible**" dropped
70 +)))
71 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
72 +(((
73 +//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().//
74 +)))
75 +|(((
76 +Scripts
77 +)))|(((
78 +3.0 Beta 2
79 +)))|(((
80 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
81 +)))
82 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
83 +(((
84 +//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.
85 +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.
86 +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.
87 +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).
88 +)))
89 +|(% colspan="1" %)(% colspan="1" %)
90 +(((
91 +Global
92 +)))|(% colspan="1" %)(% colspan="1" %)
93 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
97 +**MissionBoard** support dropped
98 +)))
99 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
100 +(((
101 +//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.//
102 +)))
103 +|(((
104 +Job/God
105 +)))|(((
106 +3.0 Beta 1
107 +)))|(((
108 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
109 +)))
110 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
111 +(((
112 +//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.//
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 **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
123 +)))
124 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
125 +(((
126 +//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.//
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 action **<set_doors_locked/>** attribute **'group'** changed
137 +)))
138 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
139 +(((
140 +//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.//
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 +(((
36 36  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
37 37  )))
38 38  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
... ... @@ -109,8 +109,33 @@
109 109  (((
110 110  //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.//
111 111  )))
226 +|(((
227 +UI core
228 +)))|(((
229 +3.0 Beta 1
230 +)))|(((
231 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
232 +)))
233 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
234 +(((
235 +//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.//
236 +)))
112 112  |(% colspan="1" %)(% colspan="1" %)
113 113  (((
239 +UI extensions
240 +)))|(% colspan="1" %)(% colspan="1" %)
241 +(((
242 +3.0 Beta 1
243 +)))|(% colspan="1" %)(% colspan="1" %)
244 +(((
245 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
246 +)))
247 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
248 +(((
249 +//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.//
250 +)))
251 +|(% colspan="1" %)(% colspan="1" %)
252 +(((
114 114  Scripts
115 115  )))|(% colspan="1" %)(% colspan="1" %)
116 116  (((
... ... @@ -122,7 +122,7 @@
122 122  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
123 123  (((
124 124  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
125 -\\//It now returns true if $ware is illegal to any faction in the game.//
264 +//It now returns true if $ware is illegal to any faction in the game.//
126 126  )))
127 127  |(% colspan="1" %)(% colspan="1" %)
128 128  (((
... ... @@ -132,13 +132,11 @@
132 132  3.0 Beta 1
133 133  )))|(% colspan="1" %)(% colspan="1" %)
134 134  (((
135 -'**checkoperational**' filter behaviour changed
274 +MD script **RML_Flight_Along_Path** removed
136 136  )))
137 137  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
138 138  (((
139 -//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.//
140 -
141 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
278 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
142 142  )))
143 143  |(% colspan="1" %)(% colspan="1" %)
144 144  (((
... ... @@ -148,12 +148,69 @@
148 148  3.0 Beta 1
149 149  )))|(% colspan="1" %)(% colspan="1" %)
150 150  (((
151 -MD script **RML_Flight_Along_Path** removed
288 +parameters of **<event_venture_mission_completed/>** changed
152 152  )))
153 153  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
154 154  (((
155 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
292 +//old params: param = venture details, param2 = ships involved, param3 = duration//
293 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
156 156  )))
295 +|(((
296 +Scripts
297 +)))|(((
298 +3.0 Beta 1
299 +)))|(((
300 +**<set_object_wing_name/>** removed,
301 +**<set_object_fleet_name/>** added
302 +)))
303 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
304 +(((
305 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
306 +)))
307 +|(((
308 +Scripts
309 +)))|(((
310 +3.0 Beta 1
311 +)))|(((
312 +**$controllable.wing.*** removed,
313 +**$controllable.fleet.*** added
314 +)))
315 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
316 +(((
317 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
318 +)))
319 +|(% colspan="3" %)(% colspan="3" %)
320 +(((
321 +== 2.60 ==
322 +)))
323 +|(((
324 +Scripts
325 +)))|(((
326 +2.60 Beta 1
327 +)))|(((
328 +'**checkoperational**' filter behaviour changed
329 +)))
330 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
331 +(((
332 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
333 +
334 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
335 +)))
336 +|(((
337 +Scripts
338 +)))|(((
339 +2.60 Beta 1
340 +)))|(((
341 +$container.**supplyresources** behavior changed
342 +)))
343 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
344 +(((
345 +//The script keyword $container.supplyresources now includes reserved wares.//
346 +)))
347 +|(% colspan="3" %)(% colspan="3" %)
348 +(((
349 +== 2.20 ==
350 +)))
157 157  |(% colspan="1" %)(% colspan="1" %)
158 158  (((
159 159  UI core
... ... @@ -186,6 +186,10 @@
186 186  (((
187 187  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
188 188  )))
383 +|(% colspan="3" %)(% colspan="3" %)
384 +(((
385 +== 2.00 ==
386 +)))
189 189  |(% colspan="1" %)(% colspan="1" %)
190 190  (((
191 191  Scripts
... ... @@ -332,6 +332,10 @@
332 332  (((
333 333  //Changed return value type to const char* to better identify failure reasons in Lua script.//
334 334  )))
533 +|(% colspan="3" %)(% colspan="3" %)
534 +(((
535 +== 1.50 ==
536 +)))
335 335  |(((
336 336  UI extensions
337 337  )))|(((
... ... @@ -397,6 +397,10 @@
397 397  (((
398 398  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
399 399  )))
602 +|(% colspan="3" %)(% colspan="3" %)
603 +(((
604 +== 1.32 ==
605 +)))
400 400  |(((
401 401  UI extensions
402 402  )))|(((
... ... @@ -408,6 +408,10 @@
408 408  (((
409 409  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
410 410  )))
617 +|(% colspan="3" %)(% colspan="3" %)
618 +(((
619 +== 1.20 ==
620 +)))
411 411  |(((
412 412  UI extensions
413 413  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -85131350
1 +89148312
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85131350/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89148312/Breaking Changes