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)
Details
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. owen1 +xwiki:XWiki.klaus - Content
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... ... @@ -31,68 +31,9 @@ 31 31 ))) 32 32 |(% colspan="1" %)(% colspan="1" %) 33 33 ((( 34 -Scripts 35 -)))|(% colspan="1" %)(% colspan="1" %) 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 48 Global 49 49 )))|(% colspan="1" %)(% colspan="1" %) 50 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 96 3.0 Beta 2 97 97 )))|(% colspan="1" %)(% colspan="1" %) 98 98 ((( ... ... @@ -102,20 +102,6 @@ 102 102 ((( 103 103 //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().// 104 104 ))) 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 -))) 119 119 |(% colspan="1" %)(% colspan="1" %) 120 120 ((( 121 121 Global ... ... @@ -124,23 +124,12 @@ 124 124 3.0 Beta 1 125 125 )))|(% colspan="1" %)(% colspan="1" %) 126 126 ((( 127 - **MissionBoard**support dropped54 +MissionBoard support dropped 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 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 behavio ur would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//58 +//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.// 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 ((( 146 146 Scripts
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... ... @@ -1,1 +1,1 @@ 1 - 905392731 +88345805 - url
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... ... @@ -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/88345805/Breaking Changes