Changes for page Breaking Changes

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

From version 64.1
edited by florian
on 2020/05/04 10:53
Change comment: There is no comment for this version
To version 38.1
edited by nick
on 2019/09/09 13:13
Change comment: added parameters of event_venture_mission_completed changed

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.florian
1 +xwiki:XWiki.nick
Content
... ... @@ -25,195 +25,19 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
28 -|(% colspan="3" %)(% colspan="3" %)
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 -|(((
46 -UI extensions
47 -)))|(((
48 -3.20 Beta 1
49 -)))|(((
50 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
51 -)))
52 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
53 -(((
54 -//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//
55 -)))
56 -|(% colspan="3" %)(% colspan="3" %)
57 -(((
58 -== 3.10 ==
59 -)))
60 60  |(% colspan="1" %)(% colspan="1" %)
61 61  (((
62 62  Scripts
63 63  )))|(% colspan="1" %)(% colspan="1" %)
64 64  (((
65 -3.10 Beta 1
66 -)))|(% colspan="1" %)(% colspan="1" %)
67 -(((
68 -Removed script action **<add_build/>**
69 -)))
70 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
71 -(((
72 -//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.//
73 -)))
74 -|(% colspan="3" %)(% colspan="3" %)
75 -(((
76 -== 3.00 ==
77 -)))
78 -|(% colspan="1" %)(% colspan="1" %)
79 -(((
80 -Scripts
81 -)))|(% colspan="1" %)(% colspan="1" %)
82 -(((
83 -3.0 Beta 6
84 -)))|(% colspan="1" %)(% colspan="1" %)
85 -(((
86 -Changed behaviour of script action **<get_suitable_job/>**
87 -)))
88 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
89 -(((
90 -//<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.//
91 -)))
92 -|(% colspan="1" %)(% colspan="1" %)
93 -(((
94 -Scripts
95 -)))|(% colspan="1" %)(% colspan="1" %)
96 -(((
97 -3.0 Beta 6
98 -)))|(% colspan="1" %)(% colspan="1" %)
99 -(((
100 -Changed behaviour of script action **<get_ware_definition/>**
101 -)))
102 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
103 -(((
104 -//<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.//
105 -)))
106 -|(% colspan="1" %)(% colspan="1" %)
107 -(((
108 -Global
109 -)))|(% colspan="1" %)(% colspan="1" %)
110 -(((
111 -3.0 Beta 5
112 -)))|(% colspan="1" %)(% colspan="1" %)
113 -(((
114 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
115 -)))
116 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
117 -(((
118 -//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.)\\
119 -
120 -//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).//
121 -)))
122 -|(% colspan="1" %)(% colspan="1" %)
123 -(((
124 -Scripts
125 -)))|(% colspan="1" %)(% colspan="1" %)
126 -(((
127 -3.0 Beta 5
128 -)))|(% colspan="1" %)(% colspan="1" %)
129 -(((
130 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
131 -)))
132 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
133 -(((
134 -//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.//
135 -)))
136 -|(% colspan="1" %)(% colspan="1" %)
137 -(((
138 -Scripts
139 -)))|(% colspan="1" %)(% colspan="1" %)
140 -(((
141 -3.0 Beta 5
142 -)))|(% colspan="1" %)(% colspan="1" %)
143 -(((
144 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
145 -)))
146 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
147 -(((
148 -//Before the change, positions are relative to $dockingbay.parent.
149 -After the change, positions are relative to $dockingbay as specified in the documentation.//
150 -)))
151 -|(% colspan="1" %)(% colspan="1" %)
152 -(((
153 -Global
154 -)))|(% colspan="1" %)(% colspan="1" %)
155 -(((
156 -3.0 Beta 2
157 -)))|(% colspan="1" %)(% colspan="1" %)
158 -(((
159 -Support for entity flag "**skillsvisible**" dropped
160 -)))
161 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
162 -(((
163 -//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().//
164 -)))
165 -|(((
166 -Scripts
167 -)))|(((
168 -3.0 Beta 2
169 -)))|(((
170 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
171 -)))
172 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
173 -(((
174 -//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.
175 -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.
176 -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.
177 -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).
178 -)))
179 -|(% colspan="1" %)(% colspan="1" %)
180 -(((
181 -Global
182 -)))|(% colspan="1" %)(% colspan="1" %)
183 -(((
184 184  3.0 Beta 1
185 185  )))|(% colspan="1" %)(% colspan="1" %)
186 186  (((
187 -**MissionBoard** support dropped
188 -)))
189 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
190 -(((
191 -//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.//
192 -)))
193 -|(((
194 -Job/God
195 -)))|(((
196 -3.0 Beta 1
197 -)))|(((
198 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
199 -)))
200 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
201 -(((
202 -//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.//
203 -)))
204 -|(% colspan="1" %)(% colspan="1" %)
205 -(((
206 -Scripts
207 -)))|(% colspan="1" %)(% colspan="1" %)
208 -(((
209 -3.0 Beta 1
210 -)))|(% colspan="1" %)(% colspan="1" %)
211 -(((
212 212  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
213 213  )))
214 214  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
215 215  (((
216 -//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.//
40 +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.
217 217  )))
218 218  |(% colspan="1" %)(% colspan="1" %)
219 219  (((
... ... @@ -313,30 +313,20 @@
313 313  (((
314 314  //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.//
315 315  )))
316 -|(((
317 -UI core
318 -)))|(((
319 -3.0 Beta 1
320 -)))|(((
321 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
322 -)))
323 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
324 -(((
325 -//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.//
326 -)))
327 327  |(% colspan="1" %)(% colspan="1" %)
328 328  (((
329 -UI extensions
142 +Scripts
330 330  )))|(% colspan="1" %)(% colspan="1" %)
331 331  (((
332 332  3.0 Beta 1
333 333  )))|(% colspan="1" %)(% colspan="1" %)
334 334  (((
335 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
148 +**$ware.illegal** updated
336 336  )))
337 337  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
338 338  (((
339 -//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.//
152 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
153 +\\//It now returns true if $ware is illegal to any faction in the game.//
340 340  )))
341 341  |(% colspan="1" %)(% colspan="1" %)
342 342  (((
... ... @@ -346,12 +346,13 @@
346 346  3.0 Beta 1
347 347  )))|(% colspan="1" %)(% colspan="1" %)
348 348  (((
349 -**$ware.illegal** updated
163 +'**checkoperational**' filter behaviour changed
350 350  )))
351 351  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
352 352  (((
353 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
354 -//It now returns true if $ware is illegal to any faction in the game.//
167 +//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.//
168 +
169 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
355 355  )))
356 356  |(% colspan="1" %)(% colspan="1" %)
357 357  (((
... ... @@ -375,69 +375,24 @@
375 375  3.0 Beta 1
376 376  )))|(% colspan="1" %)(% colspan="1" %)
377 377  (((
378 -parameters of **<event_venture_mission_completed/>** changed
193 +parameters of event_venture_mission_completed changed
379 379  )))
380 380  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
381 381  (((
382 -//old params: param = venture details, param2 = ships involved, param3 = duration//
383 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
197 +old params: param = venture details, param2 = ships involved, param3 = duration
198 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
384 384  )))
385 385  |(((
386 386  Scripts
387 387  )))|(((
388 -3.0 Beta 1
389 -)))|(((
390 -**<set_object_wing_name/>** removed,
391 -**<set_object_fleet_name/>** added
392 -)))
393 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
394 -(((
395 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
396 -)))
397 -|(((
398 -Scripts
399 -)))|(((
400 -3.0 Beta 1
401 -)))|(((
402 -**$controllable.wing.*** removed,
403 -**$controllable.fleet.*** added
404 -)))
405 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
406 -(((
407 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
408 -)))
409 -|(% colspan="3" %)(% colspan="3" %)
410 -(((
411 -== 2.60 ==
412 -)))
413 -|(((
414 -Scripts
415 -)))|(((
416 416  2.60 Beta 1
417 417  )))|(((
418 -'**checkoperational**' filter behaviour changed
205 +$container.supplyresources behavior changed
419 419  )))
420 420  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
421 421  (((
422 -//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.//
423 -
424 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
425 -)))
426 -|(((
427 -Scripts
428 -)))|(((
429 -2.60 Beta 1
430 -)))|(((
431 -$container.**supplyresources** behavior changed
432 -)))
433 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
434 -(((
435 435  //The script keyword $container.supplyresources now includes reserved wares.//
436 436  )))
437 -|(% colspan="3" %)(% colspan="3" %)
438 -(((
439 -== 2.20 ==
440 -)))
441 441  |(% colspan="1" %)(% colspan="1" %)
442 442  (((
443 443  UI core
... ... @@ -470,10 +470,6 @@
470 470  (((
471 471  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
472 472  )))
473 -|(% colspan="3" %)(% colspan="3" %)
474 -(((
475 -== 2.00 ==
476 -)))
477 477  |(% colspan="1" %)(% colspan="1" %)
478 478  (((
479 479  Scripts
... ... @@ -620,10 +620,6 @@
620 620  (((
621 621  //Changed return value type to const char* to better identify failure reasons in Lua script.//
622 622  )))
623 -|(% colspan="3" %)(% colspan="3" %)
624 -(((
625 -== 1.50 ==
626 -)))
627 627  |(((
628 628  UI extensions
629 629  )))|(((
... ... @@ -689,10 +689,6 @@
689 689  (((
690 690  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
691 691  )))
692 -|(% colspan="3" %)(% colspan="3" %)
693 -(((
694 -== 1.32 ==
695 -)))
696 696  |(((
697 697  UI extensions
698 698  )))|(((
... ... @@ -704,10 +704,6 @@
704 704  (((
705 705  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
706 706  )))
707 -|(% colspan="3" %)(% colspan="3" %)
708 -(((
709 -== 1.20 ==
710 -)))
711 711  |(((
712 712  UI extensions
713 713  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -91949663
1 +85622793
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91949663/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85622793/Breaking Changes