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. nick1 +xwiki:XWiki.klaus - Content
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... ... @@ -31,18 +31,86 @@ 31 31 ))) 32 32 |(% colspan="1" %)(% colspan="1" %) 33 33 ((( 34 +Scripts 35 +)))|(% colspan="1" %)(% colspan="1" %) 36 +((( 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 +((( 34 34 Global 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 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 +((( 37 37 3.0 Beta 1 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -MissionBoard support dropped .97 +**MissionBoard** support dropped 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 -//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 behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 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.// 45 45 ))) 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 +))) 46 46 |(% colspan="1" %)(% colspan="1" %) 47 47 ((( 48 48 Scripts ... ... @@ -168,6 +168,20 @@ 168 168 ))) 169 169 |(% colspan="1" %)(% colspan="1" %) 170 170 ((( 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 +((( 171 171 Scripts 172 172 )))|(% colspan="1" %)(% colspan="1" %) 173 173 (((
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... ... @@ -1,1 +1,1 @@ 1 -8 79177251 +89148312 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/8 7917725/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89148312/Breaking Changes