Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32949.1
edited by Daniel Turner
on 2023/08/22 18:54
on 2023/08/22 18:54
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To version 32943.1
edited by Daniel Turner
on 2023/08/22 17:26
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... ... @@ -1,1 +1,1 @@ 1 -Mission Director Guide 1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide - Parent
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... ... @@ -1,1 +1,0 @@ 1 -X Rebirth Wiki.Modding support.WebHome - Content
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... ... @@ -1,10 +1,10 @@ 1 1 The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\ 2 2 3 -An introduction to the original MD can be found in the[[(% &text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.3 +An introduction to the original MD can be found in the[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 5 This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 6 6 7 -{{ info}}The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.{{/info}}7 +{{{The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}} 8 8 9 9 (% id="md-scripts" %) 10 10 ... ... @@ -14,9 +14,9 @@ 14 14 15 15 MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. 16 16 17 -MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.17 +MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names. 18 18 19 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 20 20 21 21 This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 22 22 ... ... @@ -182,9 +182,7 @@ 182 182 183 183 184 184 185 -{{info}} 186 -**Reminder** 187 -When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 185 +{{info}}Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 188 188 189 189 == Actions == 190 190 ... ... @@ -343,8 +343,8 @@ 343 343 344 344 = Instantiation = 345 345 346 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 347 -\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 344 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 345 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 348 348 \\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 349 349 350 350 == Cleaning up instances explicitly == ... ... @@ -351,7 +351,7 @@ 351 351 352 352 Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 353 353 354 -{{info }}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}}352 +{{info body="<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards."/}} 355 355 356 356 == Access to instances == 357 357 ... ... @@ -396,13 +396,9 @@ 396 396 397 397 * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\ 398 398 399 -{{code language="xml"}} 400 - <debug_text text="static.$foo"/> 401 -{{/code}} 402 -It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 403 -{{code language="xml"}} 404 -<set_value name="$foo" exact="static.$foo"/> 405 -{{/code}} 397 +{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 398 +\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 399 +\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 406 406 407 407 * **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don't exist any more - it simply doesn't work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won't be removed until they are cancelled. In some other cases you simply don't know and have to check if the instance is already (or still) there. 408 408 * **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances. ... ... @@ -419,7 +419,7 @@ 419 419 420 420 421 421 422 -{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{ /info}}416 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{info}} 423 423 424 424 425 425 ... ... @@ -687,7 +687,7 @@ 687 687 688 688 Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 689 689 690 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}} 684 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"{{/info}} 691 691 692 692 693 693 ... ... @@ -709,15 +709,15 @@ 709 709 710 710 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 711 711 712 -* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table713 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\706 +* {{code}}table[]{{/code}} ⟹ creates an empty table 707 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 714 714 715 715 716 716 717 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'718 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys719 -* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'720 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\711 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 712 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 713 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 714 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 721 721 722 722 723 723 ... ... @@ -1091,7 +1091,7 @@ 1091 1091 1092 1092 Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading. 1093 1093 1094 -{{code language="xml"}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}}1088 +{{code}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}} 1095 1095 1096 1096 The patch actions are only performed if the cue is in a certain state, "complete" by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1097 1097 ... ... @@ -1117,11 +1117,11 @@ 1117 1117 1118 1118 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1119 1119 1120 -{{code language="xml"}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}}1114 +{{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1121 1121 1122 1122 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1123 1123 1124 -{{code language="xml"}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}}1118 +{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}} 1125 1125 1126 1126 {{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1127 1127 ... ... @@ -1129,26 +1129,29 @@ 1129 1129 1130 1130 \\ 1131 1131 1126 +(% id="categorybroken_macroanchorrandom-ranges" %) 1127 + 1132 1132 == Random ranges == 1133 1133 1134 1134 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1135 1135 1136 -{{code language="xml"}}<set_value name="$race" exact="race.teladi"/>{{/code}}1132 +{{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1137 1137 1138 1138 To select a random element from a list, this syntax can be used: 1139 1139 1140 -{{code language="xml"}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}}1136 +{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1141 1141 1142 1142 To get a random number within a given range, you can use min/max: 1143 1143 1144 -{{code language="xml"}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}}1140 +{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1145 1145 1146 1146 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1147 1147 1148 1148 You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1149 1149 1150 -{{code language="xml"}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}}1146 +{{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1151 1151 1148 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1152 1152 \\(% id="variables-and-namespaces" %) 1153 1153 1154 1154 = Variables and namespaces = ... ... @@ -1155,43 +1155,44 @@ 1155 1155 1156 1156 As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1157 1157 1158 - 1155 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1159 1159 \\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1160 1160 1161 1161 == Creating and removing variables == 1162 1162 1163 -You can create variables with certain actions and conditions, such as the <set_value> action: 1160 +{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1164 1164 1165 -{{code language="xml"}}<set_value name="$foo" exact="$bar + 1" />{{/code}}1162 +{{code}}<set_value name="$foo" exact="$bar + 1" />{{/code}} 1166 1166 1167 1167 <set_value> also exists as a "condition", which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1168 1168 1169 1169 The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed. 1170 1170 1171 -{{code language="xml"}}<set_value name="$foo" operation="add" />{{/code}}1168 +{{code}}<set_value name="$foo" operation="add" />{{/code}} 1172 1172 1173 1173 The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1174 1174 1175 -{{code language="xml"}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\1172 +{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1176 1176 1177 1177 The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1178 1178 1179 -{{code language="xml"}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}}1176 +{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1180 1180 1181 1181 This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1182 1182 1183 1183 Appending is easier than that. The following actions are equivalent: 1184 1184 1185 -{{code language="xml"}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}}1182 +{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1186 1186 1187 1187 Inserting at a position below 1 or above $list.count + 1 is not possible. 1188 1188 1189 1189 To remove variables or list/table entries, use <remove_value>: 1190 1190 1191 -{{code language="xml"}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\1188 +{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1192 1192 1193 1193 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1194 1194 1192 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1195 1195 \\\\\\(% id="accessing-remote-variables" %) 1196 1196 1197 1197 == Accessing remote variables == ... ... @@ -1198,12 +1198,13 @@ 1198 1198 1199 1199 You can also read and write variables in other cues by using the variable name as property key: 1200 1200 1201 -{{code language="xml"}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}}1199 +{{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1202 1202 1203 1203 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1204 1204 1205 -{{code language="xml"}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}}1203 +{{code}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1206 1206 1205 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1207 1207 \\\\\\(% id="namespaces" %) 1208 1208 1209 1209 == Namespaces == ... ... @@ -1212,7 +1212,7 @@ 1212 1212 1213 1213 Consider this case: 1214 1214 1215 -{{code language="xml"}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}}1214 +{{code}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}} 1216 1216 1217 1217 When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo" or "Root.$foo", but since it's very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue. 1218 1218 ... ... @@ -1228,7 +1228,9 @@ 1228 1228 * **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1229 1229 * **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1230 1230 1230 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1231 1231 1232 + 1232 1232 {{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1233 1233 1234 -<code language="xml"><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}1235 +<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}