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Type | Version | Summary |
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UI extensions | 2.0 Beta 1 | FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup() works on non-operationals |
Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call. | ||
UI extensions | 2.0 Beta 1 | FFI: SetFormationShape() no longer indicates an error upon certain error cases |
Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case. | ||
Scripts | 2.0 Beta 1 | <create_formation/> now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. |
This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues. | ||
Scripts | 2.0 Beta 1 | <event_player_changed_target/> now fires and returns null if the player deselects a target. |
For prior behavior, check for event.param being non-null. | ||
AI Scripts | 2.0 Beta 1 | Attribute changes to <shoot/> and <shoot_at/> |
Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. | ||
All | 1.50 Beta 2 | Corrected meaning of "Shipyard" throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). |
Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships". Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() | ||
UI extensions | 1.50 Beta 1 | FFI: Removed SetGuidance() argument useinfopoint. |
The deprecated third argument was removed. In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API. The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) | ||
UI extensions | 1.32 | Lua: Removed GetComponentData() property "nextdestname". |
Instead of "nextdestname", use the GetComponentData() properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. |