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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... ... @@ -27,6 +27,41 @@ 27 27 ))) 28 28 |(% colspan="3" %)(% colspan="3" %) 29 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 +))) 49 +|(% colspan="1" %)(% colspan="1" %) 50 +((( 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 +((( 30 30 == 3.00 == 31 31 ))) 32 32 |(% colspan="1" %)(% colspan="1" %) ... ... @@ -34,14 +34,140 @@ 34 34 Scripts 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 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 +((( 37 37 3.0 Beta 1 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 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 +((( 40 40 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 41 41 ))) 42 42 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 43 ((( 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. 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.// 45 45 ))) 46 46 |(% colspan="1" %)(% colspan="1" %) 47 47 ((( ... ... @@ -154,6 +154,20 @@ 154 154 ))) 155 155 |(% colspan="1" %)(% colspan="1" %) 156 156 ((( 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 +((( 157 157 Scripts 158 158 )))|(% colspan="1" %)(% colspan="1" %) 159 159 ((( ... ... @@ -196,6 +196,30 @@ 196 196 //old params: param = venture details, param2 = ships involved, param3 = duration// 197 197 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 198 198 ))) 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 +))) 199 199 |(% colspan="3" %)(% colspan="3" %) 200 200 ((( 201 201 == 2.60 ==
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... ... @@ -1,1 +1,1 @@ 1 - 868352431 +91947406 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 86835243/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947406/Breaking Changes