Changes for page Breaking Changes

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

From version 48.1
edited by cbj
on 2019/12/18 14:42
Change comment: There is no comment for this version
To version 60.1
edited by cbj
on 2020/04/27 18:17
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
... ... @@ -27,13 +27,121 @@
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 attribute 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" %)
33 33  (((
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 +(((
34 34  Global
35 35  )))|(% colspan="1" %)(% colspan="1" %)
36 36  (((
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 +(((
37 37  3.0 Beta 2
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
... ... @@ -65,7 +65,7 @@
65 65  3.0 Beta 1
66 66  )))|(% colspan="1" %)(% colspan="1" %)
67 67  (((
68 -MissionBoard support dropped
176 +**MissionBoard** support dropped
69 69  )))
70 70  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
71 71  (((
... ... @@ -76,11 +76,11 @@
76 76  )))|(((
77 77  3.0 Beta 1
78 78  )))|(((
79 -By default, job/god entries now only spawn objects in space added by the extension in which they are defined
187 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
80 80  )))
81 81  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
82 82  (((
83 -//To better support extensions which extend the 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.//
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.//
84 84  )))
85 85  |(% colspan="1" %)(% colspan="1" %)
86 86  (((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -89132386
1 +91947541
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89132386/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947541/Breaking Changes