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)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. owen1 +xwiki:XWiki.stefan - Content
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... ... @@ -30,43 +30,6 @@ 30 30 ))) 31 31 |(% colspan="4" %)(% colspan="4" %) 32 32 ((( 33 -== 4.10 == 34 -))) 35 -|(% colspan="1" %)(% colspan="1" %) 36 -((( 37 -Scripts 38 -)))|(% colspan="1" %)(% colspan="1" %) 39 -((( 40 -4.10 Beta 1 41 -)))|(% colspan="1" %)(% colspan="1" %) 42 -((( 43 -$destructible.productions replaced with $defensible.productions 44 -)))|(% colspan="1" %)(% colspan="1" %) 45 -((( 46 - 47 -))) 48 -|(% colspan="3" %)(% colspan="3" %) 49 -((( 50 -The $destructible.productions was reimplemented as $defensible.productions. The old implementation found the containing object of the destructible to query for the production modules. It should now be directly called defensible objects. 51 -)))|(% colspan="1" %)(% colspan="1" %) 52 -((( 53 - 54 -))) 55 -|((( 56 -Scripts 57 -)))|((( 58 -4.10 Beta 1 59 -)))|((( 60 -Removed script property $object.spawnsourceseed 61 -)))|((( 62 - 63 -))) 64 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 65 -((( 66 -The spawnsource seed is no longer directly accessable by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now return a result that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 67 -))) 68 -|(% colspan="4" %)(% colspan="4" %) 69 -((( 70 70 == 4.00 == 71 71 ))) 72 72 |(% colspan="1" %)(% colspan="1" %) ... ... @@ -74,70 +74,6 @@ 74 74 UI core 75 75 )))|(% colspan="1" %)(% colspan="1" %) 76 76 ((( 77 -4.00 Beta 10 78 -)))|(% colspan="1" %)(% colspan="1" %) 79 -((( 80 -Controlled ship can change without a **gameplanchange-event** occurring. 81 -)))|(% colspan="1" %)(% colspan="1" %) 82 -((( 83 - 84 -))) 85 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 86 -((( 87 -//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 88 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. 89 -// 90 -)))|(% colspan="1" %)(% colspan="1" %) 91 -((( 92 - 93 -))) 94 -|((( 95 -Scripts 96 -)))|((( 97 -4.00 Beta 7 98 -)))|((( 99 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 100 -)))|((( 101 - 102 -))) 103 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 104 -((( 105 -//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 106 -New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 107 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency// 108 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 109 -((( 110 - 111 -))) 112 -|(% colspan="1" %)(% colspan="1" %) 113 -((( 114 -UI core 115 -)))|(% colspan="1" %)(% colspan="1" %) 116 -((( 117 -4.00 Beta 6 118 -)))|(% colspan="1" %)(% colspan="1" %) 119 -((( 120 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 121 -)))|(% colspan="1" %)(% colspan="1" %) 122 -((( 123 - 124 -))) 125 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 126 -((( 127 -//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 128 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).// 129 - 130 -//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 131 -// 132 -)))|(% colspan="1" %)(% colspan="1" %) 133 -((( 134 - 135 -))) 136 -|(% colspan="1" %)(% colspan="1" %) 137 -((( 138 -UI core 139 -)))|(% colspan="1" %)(% colspan="1" %) 140 -((( 141 141 4.00 Beta 5 142 142 )))|(% colspan="1" %)(% colspan="1" %) 143 143 ((( ... ... @@ -148,9 +148,9 @@ 148 148 ))) 149 149 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 150 150 ((( 151 -//4.00 Beta 5// //introduces a new ' hostile' relation status and thegamenow distinguishes between hostile and enemyrelation states. Objectsnot yet 'hostile'withthe player are now visualized differentlyandtherefore distinguishablefrom realhostileones.Because of that, several related changesweremade forthese objects to bringthem morein linewith how 'neutral' objectsbehave (f.e.no automaticattackingof these objects by theplayer property anymore,notargetselectionwhentargeting the closest enemy, etc.).To reflectthis, theseobjects arenowreturning1(neutral)astherelationstatus by theGetRelationStatus()/GetRelationStatus2() functions.//152 - 153 - //If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy'(aka: not yethostile) here with following relations having been shifted up).50 +//4.00 Beta 5// //introduces a new 'adversary' relation state. Previously, objects within that relation range were categorized as 'enemy' and GetRelationStatus()/GetRelationStatus2() therefore returned 0 (enemy) for these objects. 51 +Since these 'adversary' objects are now visualized and therefore distinguishable from enemies, several related changes were made for these objects to bring them more in line with how 'neutral' objects are handled (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions. 52 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'adversary' here with following relations having been shifted up). 154 154 )))|(% colspan="1" %)(% colspan="1" %) 155 155 ((( 156 156
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... ... @@ -1,1 +1,1 @@ 1 -10 29247861 +101548076 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/10 2924786/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/101548076/Breaking Changes