Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. klaus1 +xwiki:XWiki.owen - Content
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... ... @@ -25,192 +25,22 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 -|(% colspan="3" %)(% colspan="3" %) 29 -((( 30 -== 3.00 == 31 -))) 32 32 |(% colspan="1" %)(% colspan="1" %) 33 33 ((( 34 34 Scripts 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 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 -((( 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 -((( 94 94 3.0 Beta 1 95 95 )))|(% colspan="1" %)(% colspan="1" %) 96 96 ((( 97 - **MissionBoard**supportdropped36 +<hack_via_control_panel/> script action removed 98 98 ))) 99 99 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 100 100 ((( 101 - //MissionBoards was a dummy asset type which was only usedduring early development and never meantto be shipped inthe releasedversion. Ifany modtried tomake use of this asset type, undefined behaviour wouldoccur. Thereforewe cleaned thingsup in 3.0 Beta 1 including deprecating/removing any relatedUI/script function.//40 +Unused script action <hack_via_control_panel/> was removed. 102 102 ))) 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 -))) 114 114 |(% colspan="1" %)(% colspan="1" %) 115 115 ((( 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 -((( 150 -Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 151 -))) 152 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 153 -((( 154 -//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.// 155 -))) 156 -|(% colspan="1" %)(% colspan="1" %) 157 -((( 158 -Scripts 159 -)))|(% colspan="1" %)(% colspan="1" %) 160 -((( 161 -3.0 Beta 1 162 -)))|(% colspan="1" %)(% colspan="1" %) 163 -((( 164 -Script actions **<set_hack_target/>** and **<abort_hack/>** removed 165 -))) 166 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 167 -((( 168 -//These actions had no effect and were removed.// 169 -))) 170 -|(% colspan="1" %)(% colspan="1" %) 171 -((( 172 -Scripts 173 -)))|(% colspan="1" %)(% colspan="1" %) 174 -((( 175 -3.0 Beta 1 176 -)))|(% colspan="1" %)(% colspan="1" %) 177 -((( 178 -**<setup_conversation_minigame/>** script action removed 179 -))) 180 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 181 -((( 182 -//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.// 183 -))) 184 -|(% colspan="1" %)(% colspan="1" %) 185 -((( 186 -Scripts 187 -)))|(% colspan="1" %)(% colspan="1" %) 188 -((( 189 -3.0 Beta 1 190 -)))|(% colspan="1" %)(% colspan="1" %) 191 -((( 192 -<add_player_choice_*> **confidence** attribute removed 193 -))) 194 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 195 -((( 196 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 197 -))) 198 -|(% colspan="1" %)(% colspan="1" %) 199 -((( 200 -Scripts 201 -)))|(% colspan="1" %)(% colspan="1" %) 202 -((( 203 -3.0 Beta 1 204 -)))|(% colspan="1" %)(% colspan="1" %) 205 -((( 206 -**<hack_via_control_panel/>** script action removed 207 -))) 208 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 209 -((( 210 -//Unused script action <hack_via_control_panel/> was removed.// 211 -))) 212 -|(% colspan="1" %)(% colspan="1" %) 213 -((( 214 214 UI core 215 215 )))|(% colspan="1" %)(% colspan="1" %) 216 216 ((( ... ... @@ -221,32 +221,22 @@ 221 221 ))) 222 222 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 223 223 ((( 224 - //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.//54 +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. 225 225 ))) 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 -))) 237 237 |(% colspan="1" %)(% colspan="1" %) 238 238 ((( 239 - UI extensions58 +Scripts 240 240 )))|(% colspan="1" %)(% colspan="1" %) 241 241 ((( 242 242 3.0 Beta 1 243 243 )))|(% colspan="1" %)(% colspan="1" %) 244 244 ((( 245 - **FFI: **UIWeaponModreturned by GetInstalledWeaponMod() now includesproperty SurfaceElementFactor64 +$ware.illegal updated 246 246 ))) 247 247 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 248 248 ((( 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.// 68 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 69 +\\It now returns true if $ware is illegal to any faction in the game. 250 250 ))) 251 251 |(% colspan="1" %)(% colspan="1" %) 252 252 ((( ... ... @@ -256,12 +256,13 @@ 256 256 3.0 Beta 1 257 257 )))|(% colspan="1" %)(% colspan="1" %) 258 258 ((( 259 - **$ware.illegal**updated79 +'checkoperational' filter behaviour changed 260 260 ))) 261 261 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 262 262 ((( 263 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 264 -//It now returns true if $ware is illegal to any faction in the game.// 83 +//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.// 84 + 85 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 265 265 ))) 266 266 |(% colspan="1" %)(% colspan="1" %) 267 267 ((( ... ... @@ -279,77 +279,6 @@ 279 279 ))) 280 280 |(% colspan="1" %)(% colspan="1" %) 281 281 ((( 282 -Scripts 283 -)))|(% colspan="1" %)(% colspan="1" %) 284 -((( 285 -3.0 Beta 1 286 -)))|(% colspan="1" %)(% colspan="1" %) 287 -((( 288 -parameters of **<event_venture_mission_completed/>** changed 289 -))) 290 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 291 -((( 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// 294 -))) 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 -))) 351 -|(% colspan="1" %)(% colspan="1" %) 352 -((( 353 353 UI core 354 354 )))|(% colspan="1" %)(% colspan="1" %) 355 355 ((( ... ... @@ -380,10 +380,6 @@ 380 380 ((( 381 381 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 382 382 ))) 383 -|(% colspan="3" %)(% colspan="3" %) 384 -((( 385 -== 2.00 == 386 -))) 387 387 |(% colspan="1" %)(% colspan="1" %) 388 388 ((( 389 389 Scripts ... ... @@ -530,10 +530,6 @@ 530 530 ((( 531 531 //Changed return value type to const char* to better identify failure reasons in Lua script.// 532 532 ))) 533 -|(% colspan="3" %)(% colspan="3" %) 534 -((( 535 -== 1.50 == 536 -))) 537 537 |((( 538 538 UI extensions 539 539 )))|((( ... ... @@ -599,10 +599,6 @@ 599 599 ((( 600 600 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 601 601 ))) 602 -|(% colspan="3" %)(% colspan="3" %) 603 -((( 604 -== 1.32 == 605 -))) 606 606 |((( 607 607 UI extensions 608 608 )))|((( ... ... @@ -614,10 +614,6 @@ 614 614 ((( 615 615 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 616 616 ))) 617 -|(% colspan="3" %)(% colspan="3" %) 618 -((( 619 -== 1.20 == 620 -))) 621 621 |((( 622 622 UI extensions 623 623 )))|(((
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... ... @@ -1,1 +1,1 @@ 1 -8 91483121 +83460740 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/8 9148312/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460740/Breaking Changes