Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
-
Page properties (1 modified, 0 added, 0 removed)
-
Objects (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Content
-
... ... @@ -25,222 +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 6 38 -)))|(% colspan="1" %)(% colspan="1" %) 39 -((( 40 -Changed behaviour of script action <get_ware_definition/> 41 -))) 42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 -((( 44 -//<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.// 45 -))) 46 -|(% colspan="1" %)(% colspan="1" %) 47 -((( 48 -Global 49 -)))|(% colspan="1" %)(% colspan="1" %) 50 -((( 51 -3.0 Beta 5 52 -)))|(% colspan="1" %)(% colspan="1" %) 53 -((( 54 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 55 -))) 56 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 57 -((( 58 -//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.)\\ 59 - 60 -//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).// 61 -))) 62 -|(% colspan="1" %)(% colspan="1" %) 63 -((( 64 -Scripts 65 -)))|(% colspan="1" %)(% colspan="1" %) 66 -((( 67 -3.0 Beta 5 68 -)))|(% colspan="1" %)(% colspan="1" %) 69 -((( 70 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 71 -))) 72 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 73 -((( 74 -//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.// 75 -))) 76 -|(% colspan="1" %)(% colspan="1" %) 77 -((( 78 -Scripts 79 -)))|(% colspan="1" %)(% colspan="1" %) 80 -((( 81 -3.0 Beta 5 82 -)))|(% colspan="1" %)(% colspan="1" %) 83 -((( 84 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 85 -))) 86 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 87 -((( 88 -//Before the change, positions are relative to $dockingbay.parent. 89 -After the change, positions are relative to $dockingbay as specified in the documentation.// 90 -))) 91 -|(% colspan="1" %)(% colspan="1" %) 92 -((( 93 -Global 94 -)))|(% colspan="1" %)(% colspan="1" %) 95 -((( 96 -3.0 Beta 2 97 -)))|(% colspan="1" %)(% colspan="1" %) 98 -((( 99 -Support for entity flag "**skillsvisible**" dropped 100 -))) 101 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 102 -((( 103 -//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().// 104 -))) 105 -|((( 106 -Scripts 107 -)))|((( 108 -3.0 Beta 2 109 -)))|((( 110 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 111 -))) 112 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 113 -((( 114 -//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. 115 -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. 116 -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. 117 -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). 118 -))) 119 -|(% colspan="1" %)(% colspan="1" %) 120 -((( 121 -Global 122 -)))|(% colspan="1" %)(% colspan="1" %) 123 -((( 124 124 3.0 Beta 1 125 125 )))|(% colspan="1" %)(% colspan="1" %) 126 126 ((( 127 - **MissionBoard**supportdropped36 +<hack_via_control_panel/> script action removed 128 128 ))) 129 129 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 130 130 ((( 131 - //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. 132 132 ))) 133 -|((( 134 -Job/God 135 -)))|((( 136 -3.0 Beta 1 137 -)))|((( 138 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 139 -))) 140 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 141 -((( 142 -//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.// 143 -))) 144 144 |(% colspan="1" %)(% colspan="1" %) 145 145 ((( 146 -Scripts 147 -)))|(% colspan="1" %)(% colspan="1" %) 148 -((( 149 -3.0 Beta 1 150 -)))|(% colspan="1" %)(% colspan="1" %) 151 -((( 152 -Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 153 -))) 154 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 155 -((( 156 -//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.// 157 -))) 158 -|(% colspan="1" %)(% colspan="1" %) 159 -((( 160 -Scripts 161 -)))|(% colspan="1" %)(% colspan="1" %) 162 -((( 163 -3.0 Beta 1 164 -)))|(% colspan="1" %)(% colspan="1" %) 165 -((( 166 -Script action **<set_doors_locked/>** attribute **'group'** changed 167 -))) 168 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 169 -((( 170 -//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.// 171 -))) 172 -|(% colspan="1" %)(% colspan="1" %) 173 -((( 174 -Scripts 175 -)))|(% colspan="1" %)(% colspan="1" %) 176 -((( 177 -3.0 Beta 1 178 -)))|(% colspan="1" %)(% colspan="1" %) 179 -((( 180 -Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 181 -))) 182 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 183 -((( 184 -//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.// 185 -))) 186 -|(% colspan="1" %)(% colspan="1" %) 187 -((( 188 -Scripts 189 -)))|(% colspan="1" %)(% colspan="1" %) 190 -((( 191 -3.0 Beta 1 192 -)))|(% colspan="1" %)(% colspan="1" %) 193 -((( 194 -Script actions **<set_hack_target/>** and **<abort_hack/>** removed 195 -))) 196 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 197 -((( 198 -//These actions had no effect and were removed.// 199 -))) 200 -|(% colspan="1" %)(% colspan="1" %) 201 -((( 202 -Scripts 203 -)))|(% colspan="1" %)(% colspan="1" %) 204 -((( 205 -3.0 Beta 1 206 -)))|(% colspan="1" %)(% colspan="1" %) 207 -((( 208 -**<setup_conversation_minigame/>** script action removed 209 -))) 210 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 211 -((( 212 -//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.// 213 -))) 214 -|(% colspan="1" %)(% colspan="1" %) 215 -((( 216 -Scripts 217 -)))|(% colspan="1" %)(% colspan="1" %) 218 -((( 219 -3.0 Beta 1 220 -)))|(% colspan="1" %)(% colspan="1" %) 221 -((( 222 -<add_player_choice_*> **confidence** attribute removed 223 -))) 224 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 225 -((( 226 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 227 -))) 228 -|(% colspan="1" %)(% colspan="1" %) 229 -((( 230 -Scripts 231 -)))|(% colspan="1" %)(% colspan="1" %) 232 -((( 233 -3.0 Beta 1 234 -)))|(% colspan="1" %)(% colspan="1" %) 235 -((( 236 -**<hack_via_control_panel/>** script action removed 237 -))) 238 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 239 -((( 240 -//Unused script action <hack_via_control_panel/> was removed.// 241 -))) 242 -|(% colspan="1" %)(% colspan="1" %) 243 -((( 244 244 UI core 245 245 )))|(% colspan="1" %)(% colspan="1" %) 246 246 ((( ... ... @@ -251,32 +251,22 @@ 251 251 ))) 252 252 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 253 253 ((( 254 - //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. 255 255 ))) 256 -|((( 257 -UI core 258 -)))|((( 259 -3.0 Beta 1 260 -)))|((( 261 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 262 -))) 263 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 264 -((( 265 -//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.// 266 -))) 267 267 |(% colspan="1" %)(% colspan="1" %) 268 268 ((( 269 - UI extensions58 +Scripts 270 270 )))|(% colspan="1" %)(% colspan="1" %) 271 271 ((( 272 272 3.0 Beta 1 273 273 )))|(% colspan="1" %)(% colspan="1" %) 274 274 ((( 275 - **FFI: **UIWeaponModreturned by GetInstalledWeaponMod() now includesproperty SurfaceElementFactor64 +$ware.illegal updated 276 276 ))) 277 277 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 278 278 ((( 279 -//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 $ware is illegal to any faction in the game. 280 280 ))) 281 281 |(% colspan="1" %)(% colspan="1" %) 282 282 ((( ... ... @@ -286,12 +286,13 @@ 286 286 3.0 Beta 1 287 287 )))|(% colspan="1" %)(% colspan="1" %) 288 288 ((( 289 - **$ware.illegal**updated79 +'checkoperational' filter behaviour changed 290 290 ))) 291 291 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 292 292 ((( 293 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 294 -//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.// 295 295 ))) 296 296 |(% colspan="1" %)(% colspan="1" %) 297 297 ((( ... ... @@ -309,77 +309,6 @@ 309 309 ))) 310 310 |(% colspan="1" %)(% colspan="1" %) 311 311 ((( 312 -Scripts 313 -)))|(% colspan="1" %)(% colspan="1" %) 314 -((( 315 -3.0 Beta 1 316 -)))|(% colspan="1" %)(% colspan="1" %) 317 -((( 318 -parameters of **<event_venture_mission_completed/>** changed 319 -))) 320 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 321 -((( 322 -//old params: param = venture details, param2 = ships involved, param3 = duration// 323 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 324 -))) 325 -|((( 326 -Scripts 327 -)))|((( 328 -3.0 Beta 1 329 -)))|((( 330 -**<set_object_wing_name/>** removed, 331 -**<set_object_fleet_name/>** added 332 -))) 333 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 334 -((( 335 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 336 -))) 337 -|((( 338 -Scripts 339 -)))|((( 340 -3.0 Beta 1 341 -)))|((( 342 -**$controllable.wing.*** removed, 343 -**$controllable.fleet.*** added 344 -))) 345 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 346 -((( 347 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 348 -))) 349 -|(% colspan="3" %)(% colspan="3" %) 350 -((( 351 -== 2.60 == 352 -))) 353 -|((( 354 -Scripts 355 -)))|((( 356 -2.60 Beta 1 357 -)))|((( 358 -'**checkoperational**' filter behaviour changed 359 -))) 360 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 361 -((( 362 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 363 - 364 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 365 -))) 366 -|((( 367 -Scripts 368 -)))|((( 369 -2.60 Beta 1 370 -)))|((( 371 -$container.**supplyresources** behavior changed 372 -))) 373 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 374 -((( 375 -//The script keyword $container.supplyresources now includes reserved wares.// 376 -))) 377 -|(% colspan="3" %)(% colspan="3" %) 378 -((( 379 -== 2.20 == 380 -))) 381 -|(% colspan="1" %)(% colspan="1" %) 382 -((( 383 383 UI core 384 384 )))|(% colspan="1" %)(% colspan="1" %) 385 385 ((( ... ... @@ -410,10 +410,6 @@ 410 410 ((( 411 411 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 412 412 ))) 413 -|(% colspan="3" %)(% colspan="3" %) 414 -((( 415 -== 2.00 == 416 -))) 417 417 |(% colspan="1" %)(% colspan="1" %) 418 418 ((( 419 419 Scripts ... ... @@ -560,10 +560,6 @@ 560 560 ((( 561 561 //Changed return value type to const char* to better identify failure reasons in Lua script.// 562 562 ))) 563 -|(% colspan="3" %)(% colspan="3" %) 564 -((( 565 -== 1.50 == 566 -))) 567 567 |((( 568 568 UI extensions 569 569 )))|((( ... ... @@ -629,10 +629,6 @@ 629 629 ((( 630 630 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 631 631 ))) 632 -|(% colspan="3" %)(% colspan="3" %) 633 -((( 634 -== 1.32 == 635 -))) 636 636 |((( 637 637 UI extensions 638 638 )))|((( ... ... @@ -644,10 +644,6 @@ 644 644 ((( 645 645 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 646 646 ))) 647 -|(% colspan="3" %)(% colspan="3" %) 648 -((( 649 -== 1.20 == 650 -))) 651 651 |((( 652 652 UI extensions 653 653 )))|(((
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,1 @@ 1 - 905392731 +83460740 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 90539273/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460740/Breaking Changes