#modules
1 messages ยท Page 11 of 1
oh interesting ๐ฎ by eventNPCtriggerthingy or?
Nice
updateNPC it's a suggestion lol
An NPC can do almost anything a player can do, this includes walking animations and emotes
It has a lua function that emotes players, this works for npcs as well
yup
Later I will put updateNPC in the suggestion channel
hmm i can't reproduce with playEmote
No?
is the base sprite
Hm, it would be nice if it worked, sadly, in my tests (on adverse servers...) you can get emotes on npcs
can have several same name npc and no you need to spawn when new player comes
:C
so it could have an optional parameter to spawn the npcs for someone specific
playername param
Yup
since event can spawn different npc depending on playerstage
well, considering that the suggestions were taken into account (about adding npcs) it's already a good thing, and fun. Now just wait for the Tig to polish our possibilities in terms of the npcs.
we can now create a full rpg
hitbox detection, npc
full enviroment modification
yea! I was thinking about this
It would be nice if we could control the NPC with all the normal player functions
Although it might create some conflict with name system
That's what I said in the suggestions about NPC IDs when I joined the discussion... If you and the NPC had the same playerCode you could move the npc instead of your mouse.
Lol
wuts that?
if emotePlayer becomes compatible with NPCs we can pay homage to Papaille and Elise, for those who remember room 801, it would be nostalgic.
is it possible to move them?
Technically yes, not at the moment.
I made a suggestion on the channel about this, use updateNPC to activate the movement system or at least change its coordinates.
๐ณ
woah
#aurora0capitol for the old versio
it just replaced images eventloops and textareas for only one npc loop
from a table and a new event
ill make a list of npcs
alright i got the best idea ever
relocate 25 npcs to village
LOL
How can i change npc's name color?
Os npc respiram como um ratinho normal?
It can't be done currently
nice
why is he talking instead of me? ๐
because its you
@ivory kelp I just saw your DM, you're the same person right?
can NPC show emotions?
I made lua that copies mouse look, nickname and title
Interesting
Cool !!
with NPC additions, it's even possible to create an in-game dressroom ๐ค
if we can activate emojis and movement animations on npcs it would be possible to create an RPG story on mice with missions :v
tfma:
:v
pots done
seed done also plant color system was already implemented
the last thing is reward players when mix of flowers
we can use tomb rumble core and implement with current lua state
Submode?
village room
Oh
so the code below doesn't work?
function eventNewGame()
tfm.exec.addNPC("Oracle")
end
tfm.exec.newGame(801)
oh i just added them straight
with no eventnewgame
i may try later
or maybe i did something wrong
yep i did something wrong
Yes
I need help with lua NPC
I think you need more npcs ๐
I need NPC creators ๐ all my NPCs in my RuneScape lookalike look naked
how many npc u have
snowy theme at the moment
according to what I have planned so far (on paper, still coding)
there will be 419 quests
omg
- you can level up skills
woodcutting, cooking, fishing ๐ the typical RuneScape stuff
here
loooooool ๐
you know u canโt handle it alone
function randomLook()
local t = {}
for i=1,9 do
t[i] = math.random(100)
end
return math.random(100) .. ";" .. table.concat(t, ",")
end
๐
some looks on it
it's... hilarious LMAO
I mean, this look is by far the best I've seen
challenge accepted ๐
i can help with the map if you havenโt made it
Depending on invisible furs can come
๐ now i want to see
function randomLook()
local t = { }
for i = 1, 9 do
t[i] = math.random(100)
if math.random(100) > 50 then
local tmpC = { }
for c = 1, math.random(1, 5) do
tmpC[c] = string.format("%06x", math.random(0xFFFFFF))
end
t[i] = t[i] .. "_" .. table.concat(tmpC, "+")
end
end
return math.random(100) .. ";" .. table.concat(t, ",")
end
man that's hella fun
function randomLook()
local items = {}
for item = 1, 9 do
items[item] = math.random(100, 300)
if (math.random(100) > 50) then
local tempColor = {}
for color = 1, 7 do
tempColor[color] = string.format("%06x", math.random(0xFFFFFFFF))
end
items[item] = items[item] .. "_" .. table.concat(tempColor, "+")
end
end
return math.random(100, 200) .. ";" .. table.concat(items, ",")
end
Bruh
Could make a simpler generator without the colors and using a default string
"%d;%d,%d,%d,%d,%d,%d,%d,%d,%d"
It would be enough to generate 10 random numbers and format
More variety of fur and accessories and the code a little easier to understand
100, 300?
not all categories have 300
also () in a for loop is quite confusing in lua xd
Not all, but in that case the item would be invisible
:v I find it simpler to understand with () but I get the point
Forgot to suggest the most basic function that would help a lot too :v
tfm.exec.removeNPC(name)
true
ready, suggested
Not needed, all these are already on Tig's to do list
cool :3
Amazing ๐คฉ
if all this is done it will be wonderful, I hadn't even thought about this custom title and putting emotions when spawning
801 nostalgia, let's go
it would also be fun to create a minigame with quests, where the npcs talk to you and give you quests
You could even make a choice system in the dialog (Minstens already has a dialog system, if you use eventKeyBoard you can create a selection menu with the arrows)
the spawn part is mostly because i didn't want to bother him with "can playEmote work for NPCs", i think that's for the future
Makes sense, he must be busy. In that case we can go little by little, he can do these things later.
Bolo, would it be a problem to create custom events e.g eventBlahUpdated? or would it be better to create an event listener .on?
-- custom event (following tfm api)
function eventBlahUpdated(params)
end
-- custom event (listener, following js-like handlers (old way))
table.on("blahUpdated", function(params)
end)
About JS I say old way because nowadays we use Promises instead of callbacks
events are just functions called in specific situations so i'd rather go with that on tfm to save resourcs on things that really matter
So in this case, if you want to create custom events, the best way would be to follow the tfm api
for me yes
ok thx :3
shout out to the round ended event i usually use in my events :v
this exclamation symbol makes me want to click it
๐๏ธ๐๐๏ธ
Yup
Bruh, can you put \n and \t in the names? Have you tried using tags?
Yup
Try smth like <ROSE>Oracle</ROSE> of course it wouldn't spawn Oracle, but at least it would color the name
:v good question, but then we can use newlines and tabs...
that's why i wondered kek
It would be nice if it sanitizes the name and puts the nameColor property in the spawn config
I mean, an NPC wouldn't have such a long name that you'd need to use line break, right?
:c
@civic burrow ๐ where did NPC's name go
also, apparently <font> works @civic burrow
yep
aaaaa
what if you do <a href>? ๐
hm nope
<font wont work
it will just get rid of the nickname
tfm.exec.addNPC("<font color='#FF0000'>Test</font>", {x=500})
but you can soopafresh it!
Lol
so tags technically work with the name of the npcs, only some that bug or do nothing
local playerList = {}
eventNewPlayer = function(playerName)
playerList[playerName] = tfm.get.room.playerList[playerName]
end
eventPlayerLeft = function(playerName)
local playerGender = false
if playerList[playerName].gender ~= 2 then
playerGender = true
end
tfm.exec.addNPC(playerList[playerName].playerName, {
title = playerList[playerName].title,
female = playerGender,
x = playerList[playerName].x,
y = playerList[playerName].y,
look = playerList[playerName].look,
lookAtPlayer = true
})
playerList[playerName] = nil
end
eventLoop = function()
for playerName in next, playerList do
if playerList[playerName] and tfm.get.room.playerList[playerName] then
playerList[playerName].x = tfm.get.room.playerList[playerName].x
playerList[playerName].y = tfm.get.room.playerList[playerName].y
end
end
end
for playerName in next, tfm.get.room.playerList do
eventNewPlayer(playerName)
end``` leave a statue when a player leaves
also i glitched the feature
top secret new event prototype I have in mind
Lol
finally this will be updated
Anyone know if there is a way to use ur sham skills in utility rooms?
and any way to test divine mode for ppl who dont have divine mode unlocked yet?
You can do both, but not in the utility rooms
You can create a script to make someone a shaman in divine mode
where can you do it?
and are there scripts to do it ;o? (it is legal right? cuz idk anything about that xD)
yes, they are Lua scripts, they use the game's minigames API
r there scripts for it already which i can copy paste?
If you're willing to wait 15 minutes I can do something for you
take your time and feel free to dm me ^^!
Sure
room #cbase bt can do both, press O to enable skills, and the player who wants to try divine mode will have to press P and enable autodiv, press O or P once again to make the tab disappear
btw u need your username in the room name for admin perms
oh i'll check this out ;o! tysm!!
nw, also u should press H for help menu if confused
ofc :P
I wonder if NPC can trigget hit collision
this would be very weird but interesting
nope they do not trigger it
the collision is calculated by the client I think
Yes, collision is calculated by Box2D (physics engine used in mice)
is there a better physics engine can fit the game, also players potato pc
from what we see the current engine is not that great
Flash :v really does, but it would be cumbersome for Tig to simply replace the entire current physics system with a new one, first problem is learning, second is compatibility, the third would be the time used to refactor the code to keep up with the new engine
The physics engine is OK. Most of the performance issues are related to the Flash engine which creates a lot of garbage objects
Would be better to recreate the game on a recent engine like Godot, Unity or others than to replace the entire physics system.
Agreed
Box2D it's not that bad, the problem is Flash itself which has a bad memory handling
Honestly, TFM's physics is the best one I've seen in all 2D games I've played
It's smooth and sincere, ofc it has some edgy cases but part of the gameplay.
Yes I agree, Box2D is not that bad, I would use it in JS if I could.
(I don't use it because the library that exists is pure JS, if it was WebAssembly I would even use it, pure JS to process physics is horrible.)
it doesn't have bad memory handling... it's just the poor usage of data structures from the game itself; not from flash nor box2d (did you know that objects that are despawned aren't removed from the game's processing list? did you know that player looks are cached but never removed from cache?)
there are a lot of other parts in the game code that have poor design
tho they're really old so yeah
Well yes I knew but I thought it was a problem with the flash not the way the game was programmed
When I searched two years ago there was only one version in pure js, so yeah :v but thanks
flash itself is pretty much okay; just like box2d
Got it, considering that the game contains old code, it is understandable why the poor performance then.
ye those sections haven't been touched in ages
i wonder if it would be too complicated to fix at least the cache system for the looks, do something like, if the player leaves the room their look is removed from the cache
I noticed something like that in Tomb Rumble, but I'm not sure if it was a rendering issue or a programming issue
most are particles
It's more of a programming problem, but it can be a problem with both the engine and the Tig code
There are three things I learned working with multiplayer:
- Avoid sending all game state when you are updating only X thing, it lessens server stress and you can always have a new id package for such update. Example: A player's state, if you update x and y coordinates then just send coordinates, you don't need to send visual, name, code, etc. all over again.
- Whenever an object in the room is unloaded and is no longer useful, destroy its object and clear its texture from the cache, so you don't fill up the memory allocated to the game and it maintains good performance.
- Never use nickname as an identifier, whenever you can use numeric ID because it is simpler and if you need to change the player's name there will be no internal conflict.
if these things implemented to tfm, would it fix alot of the performance issues that happen when room have dynamic objects/grounds, also sync
In the matter of player synchronization, it is already like this, the game transmits only what is necessary
I wonder if whoever changed the name didn't have data loss in the minigames.. if I'm not mistaken the system uses the player's name instead of the id to store.
depends
let me get you the network packets
in tfm they use some sort of temporary ids
nope that is for chat
but yes they use the main account id instead of the name for events
I already have them
Tokens: (4, 4) Meaning: Sync Player Movement
The server receives the player's code, his x and y speed, his x and y position, his angle, which frame of the jump sprite, if he is jumping, if he is moving to the right, if he is moving to the left and some things I forgot. But everything involved with the player's movement.
After receiving and storing the information it is relayed to the other players to create the sensation of movement in real time.
When a player logs into the server he is given two identifiers, a temporary identifier and his account ID. Rooms use the temporary ID to differentiate you from other players and to be able to update your information on the screen of other players without compromising your unique ID.
This temporary ID is what I've been calling the player code.
Although it doesn't make much sense, if you go to the forum and copy someone's avatar link you get their unique id
NPCs also get player codes, so if we have the same player code as an NPC we will control them, so I was curious if we would have to choose an ID for them.
dont you wanna apply for some position on tfm?:O u're full of knowledge, u wouldn't get lost in there
No, I'm currently out of time. I work during the day and study at night, I only have Saturdays and Sundays off, so i wouldn't even be useful for Lua Team.
in fact in order to remove them they must return an id like images
๐ Lua update! What's new?
โข Added targetPlayer parameter to tfm.exec.addNPC.
โข New function system.openEventShop(shopIdentifier, playerName) to open the event shop interface. [events only]
so there is a hidden npc parameter that toggles official npc shops
oh
is the shop itself
hm
to buy chests
from what i know its structure is gonna change by a lot in the future, idk
alright so the new lua event is global event
so we must farm gold tickets from OFFICIAL EVENT
hm yes xd
is the armaggeddon there
only the events that wve had this year
3
?
Dragon and Saint Valentine
so the global event is just a plain shop map
like the one from the official event
๐
Lmao
Oooo mah gah
Tig could add a function to create stores with that NPC UI
Like village NPCs
He will, but he needs time for that
:o
No. It requests a name in the function, but it is converted to an ID in the database, so name changes don't cause any data loss
Hm
Sorry if I randomly DMed any of you, I accidentally put my unlocked phone in my pocket and it started sending links from here to everyone

I smell android phone
I smell rich with iPhone :v
on mycity, how long does it take for a wheat seed to grow?
i was harvesting tomatoes but the module stopped so i lost all my tomatoes ๐ฆ
I've noticed the modules/scripts take more time to load at nights (in my time, a couple hours before restart), is this due to a memory leak? ๐
what do you mean "more time to load"?
When you do /lua and send the script, the message [Indexinel#5948] Lua script loaded in 2740 ms (4000 max) is sent when everything in the init of the script is loaded. I've noticed something weird, because the same script takes 2.5 - 2.8 seconds to load in the morning but as time goes it increases the loading time, yesterday at night it was 3.4 s
Bruh
oh youโre right! do you happen to have an invite ?
I'll send on your dm ^^
thx!
Rabbit's skull ๐
Hallelujah ๐ It's been almost 5 months since I signed up to test
Congrats
Thx
Could the Simon Says game be a module?
I think so ๐คท
Sorry ๐ ping accidentally
Why does the map crumble in the new egg event?
Whut?
#BoloForAdmin
#BoloForAdmin
Upvote on twitter for Bolo to become Admin and help Tig in the game :v
But I only use twitter for one thingโฆ
Santa got it, watching memes
lol, and i don't even use twitter ๐
#BoloForAdmin
โ
nossa, eu acho que nem tinham liberado as imagens kkkkkkkkkkjj
Nice!
nice, but is this a representation or is it possible to update the npcs already?
lembrei o porquรช desisti de programar
kkkkkkkkkkkkkkkkkkkkk
Wonderful
LMFAOOOOOO
Ah รฉ BR, entรฃo Kยนโฐ
kkkkkkkkkkkkkkkkkkkkkkkkkkkk amei o conceito
Guyss
I've thought about this, if there were a way for community to share scripts and be required by other scripts without the need to copy&paste the entire code. These scripts files would be handled by the Module Team, and players could do, for example 'require("xmlparser")' without copying everything, and even being able to store it into a local variable. What do you think?
I wish it had too, one thing that tfm lacks is the power to have files to organize the code.
I had thought about starting to create an IDE for tfm that when compiling the project joins all the files in one in the desired order
i made made something similar as a python script
... As well?
I suggested tfm.exec.setPlayerVisibility in #suggestions-old, if anyone can support I would appreciate it ๐
I'm a simple person, I see lua and i upvote xD
what is that
We should get organised and upvote +40 every one of the Lua suggestions
every lua/xml related suggestion i vote for it
if you dont mention where such functionality would be used at / useful for, it's probably gonna be in the lower priority list
there's already a long list of things we need in lua
๐ spoilers?
Se isso afetasse as partรญculas do rato/vampiro, seria muito bom.
even when i haven't reached 700 objects in my map, still it doesn't spawn all grounds but it spawned all skull tokens
Spawn them with Lua function
๐
๐
How :o
Beat module????? Mg i'm going to quit osu as soon as it'll be real
Cant speak about it๐ ๐
๐ก
๐ค module team has tfm.exec.playSound and we didn't know?
I've never seen a module that plays sounds 
oh
Well see how we do it
#suggestions-old add sound effects on uno (like when its your turn to play)
Is not possible
๐ฆ
bonus id grabbed does not work
the event? it works for me
afaik that's intentional?
@civic burrow, the other bonus ID's do not activate eventPlayerBonusGrabbed, only 0 does.
yes
Would someone host some images for me, please? I'm waiting for them since last week and I need them so much
https://atelier801.com/topic?f=6&t=893819&p=21
will do
tysm
It is already in the game. You need to press O and enable "Ring the bell when it's your turn". You need to enable transformice sounds to work because the game will kill and respawn your mouse to ring the bell.
ahh thanks 
Could have the return of the events of 2012 >.> I miss the skeleton cat event on halloween
how to add password to prophunt??
- [lua] The minimum interval of system.newTimer is now 500 ms.
- [lua] Added parameter windScale to tfm.exec.setPlayerGravityScale().
- [lua] Added function tfm.exec.movePhysicObject() to move an object spawned by tfm.exec.addPhysicObject().
Everyone, please welcome Indexinel#5948 as the newest Module Team member!
Welcome bro, congrats โค๏ธ
how would i be able to create a module in transformice for the public to play it?
also i code only lua
Basically you gotta code your idea with lua with the module api and present the module to a module member. Basically after all polishing we'll check with an admin and finally make the module (semi-)official so everyone can play!
woah
so like you're module has to pitched to the module member(s) and then it could be public for the people to play it?
where can i find the module api?
Yep!
Check pinned messages you can find lots of resources there including the module api
welcome
Welcome
if i can suggest a gamemode here, then i have a suggestion. i think it would be cool to have a gamemode where the map has mouse collision. the mice spawn on a large platform and the goal is to push everyone off the map and be the last one standing. no shamans. here is an example map: <C><P C="" F="7" /><Z><S><S L="150" X="394" H="39" Y="311" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="453" H="46" X="394" Y="168" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="150" H="39" X="132" Y="311" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="150" H="39" X="656" Y="311" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="130" X="394" /></D><O /></Z></C>
i suggest the gamemode name be sumo or something i honestly dont know what to call it
Im quite sure we have a sumo module already? Atleast ive seen it in funcorp rooms
Mice mma!
how to fix this
define this
It seems a failed stringformat
mushroom
The modules community looks so dead :c
Well Iโm just waiting for Santa RuneScape game to be finished
RuneScape? ๐
yeah its a module Santa working on with 9871237981 Npc's
only 24 so far ๐

Lmao
it was reported earlier today, and it's fixed with a client restart.. can you test?
seems to work
oh god it looks like retro game now
transformice is getting good for creating more elaborate minigames
We just need to be able to increase the size of the popup to have a larger input field
Bowser is in TFM now!!
The new update for Mario is amazing, I won't spoil anything more until @halcyon arrow finish with the script.
Thanks to @tame granite and @austere turret for the ideas and testing Bowser map

Hello everyone, @halcyon arrow and I have brought to you Mario 2 which is amazing with less to no lag at all so some of the players that have difficulty and lag they can play and enjoy, also new maps and Boss fight.
There are some new things as well:
- A new game called Jumper, which u can play with your friends.
- New DeathMaze map ( biggest DeathMaze map ever).
- DeathMaze anti-cheat script (Funcorp members need to ask pshy or me for it)
best mini games ever
Oh hell yeah!!
Pros!! 
awesome !!!!
Nice work, did you find the hidden path in Boss level ?

I have the module idea
?
Robbing the dangeon
You need to rob the dangeon
With lots of traps
And gold with cheese at the end
There will be power ups that you can upgrade every level up in module like
+1 Life
Placing items
Flying
And other
cool!
Sounds good
Would need a highly developed NPC system and some specific art but I see it working, not as #module room though, unless built with few players, but seems like an interesting idea
New monster in Mario now, Piranha Flowers. Don't let it bite you!
๐ ๐ท
how can i do something like that?
players.variable
players is a table and the variable holds a value of something inside the table
players[variable]?
You must create a table if you don't have one
players = {}
You can declare some values already when you initialise it:
players = {
variable = 123,
something_else = 456,
["wรฎth spรกcรจs% - & $รฝmb0|s"] = 789 -- You use squared brackets when the key has special symbols or spaces
}
or either you can create the table, and also add values on demand:
players = {}
players.variable = 123
players.another_variable = 456 -- underscores are valid characters
players["+ fancy name +"] = 789
thx both of you
Don't forget the local at the beginning, not that it's mandatory, just good practices...
can someone give me commands list from #utility please
@paper kraken https://transformice.fandom.com/wiki/Utility
ty! Forgot about the wiki... 
np
micecraft my beloved
lol
does anybody has an idea how can i make a lot of words in that order? :
word1 word3 word3
to
"word1","word2","word3"
You mean putting them in a list?
i have found a site thx anyway i meant like this
could u share it
thanks
another question. can i get ui text area string by its id?
Nope, you're supposed to know what is your code displaying for each textarea
okay thx
does anybody has a list of html style stuff that i can use inside of the ui's like this
<p align=''><font size=''>
Just store in a table however ๐คทโโ๏ธ
local textAreaInfo = {}
do
local original_addTextArea = ui.addTextArea
function ui.addTextArea(id, ...)
textAreaInfo[id] = arg
original_addTextArea(id, table.unpack(arg))
end
end
What also works is <a href="event:data">, <B>, <font color="">, <I> and <font size="">
<img> works internally but tig disabled so lua modules cannot load external images
how can i do
indexTable[i] = indexTable[i] + 1
if indexTable[i] is nil and i can't reset it
Check if it's not nil first then add
if indexTable[i] then
indexTable[i] = indexTable[i] + 1
end
Or else do it like this (sorta intermediate knowledge)
indexTable[i] = (indexTable[i] or 0) + 1
to understand what's happening in the latter example, check these one by one
print(nil)
print(nil or 1)
print(3 or 1)
indexTable = {}
i = 1
-- important stuff below
print(indexTable[i])
print(indexTable[i] or 1)
indexTable[i] = 3
print(indexTable[i])
print(indexTable[i] or 1)
Learn by doing it. If you observed slowly you'll notice it picks the first value which is not nil when chained with ors (print(nil or novalue or 10 or 3))
hot
Thank you! love keep learning new stuff
how do i make timer / countdown
Can you be more specific? There are several ways to make one, for every situation.
local countdown = 10;
-- Called every 500ms
function eventLoop()
if (countdown > 0) then
print(countdown)
countdown = countdown - 0.5
end
end
I want to generate a random bool value but lua is generating the same values. What is the problem?
function generateRandomBoolean()
if math.random(1) then
return true
end
return false
end
for i = 0, 9 do
for j = 0, 1 do
print(generateRandomBoolean())
end
end
you probably wanted if math.random(2) == 1 then
It's now working, thanks.
function generateRandomBoolean()
return math.random(2) == 1
end
Can i freeze a player?
Thanks.
Thanks.
what's the url of that page?
thank you
Tambiรฉn se encuentra traducida al espaรฑol:
https://atelier801.com/topic?f=6&t=896486
gracias! ^^
you can do /luahelp in-game
and use this to know more https://transformice.fandom.com/wiki/Lua
how can i delete npc or move it
It has a good explanation but the documentation is outdated, we are already at v0.28 of the API
You can't yet
that lua code for module is only active on tribe's house?
what do i have to do to make it appear on the module section in the game?
You have to talk with a Module Team member and present them your module. If it is funny enough, it can become a (semi) official module and be playable in rooms 
If your minigame becomes popular, chances are it will end up becoming an official module
oh, thanks c:
i put lua script on the /lua in a tribe house and i send it, how can i execute that script?
how can i open that?
when u run your script it automatically opens this chat.
can someone get me the list of all objects id and particles id
Here's everything, in the Lua tree you can see the id of particles and objects that work with Lua and others.
When you click the send button you are already running it, the #Lua tab will appear in your chat, there you can see if there was an error message or if the script ran without problems.
i would love to get an example of tfm.exec.physicobject function code, i can't make it right its strange
-- id, x, y, table with settings
tfm.exec.addPhysicObject(1, 400, 200, {
type = 0, -- wood
width = 400,
height = 400
})
why it has so many properties?
i tried a table will all of those settings but its not working with them all
Because you are spawning a ground... have you never used the map editor? Grounds have several properties.
lol i made a lot of maps with mechanics so i know how to
if i try to make a table with all of the properties above together its not working
Maybe there is some mistake, see #Lua
no mistakes
You don't have to use them all either, they are optional
i tried few times to write the variables again
Show code
imma do it again, 1 sec
Edited, i forgot Lua comments begin with -- not //
local tab = {2,100,50,false,0,0,0,0,true,true,false,true,0,0,0,true}
tfm.exec.addPhysicObject(1,200,200,tab)
it makes the wood, but 1x1 without the properties.
even with
local tab = {2,100,50}
tfm.exec.addPhysicObject(1,300,300,tab)
the width / height doesn't change
Wrong way...
did i make a mistake?
Yes, see my code
You are using table like array, bodyDef expects properties not indexes
i always forget that i need to add the names
It's not wrong but it doesn't work in situations where an API expects a property.
thanks!
Sure
is there any way to get the transformice lua api on sublime text?
I already have it for Lua, but i want to use the transformice api
I just found a project of it, but is for v0.24, six years ago
what am i doing wrong?
local properties = {type=4,width=110,height=10}
tfm.exec.addPhysicObject(11,1411,361,properties)
tfm.exec.movePhysicObject(11,1521,361)
There is no movePhysicObject so much so that if you looked at #Lua you would see that there was an error.
Oh, lmao, i forgot
In that case, there is nothing wrong with the code, what did you expect to happen?
can't we use the system.newTimer function in our tribe house?
Nope, it's only available to Module Team due to its intensive use of server resources
okay thank you
I could share you a repo that I found yesterday about timers function without the newTimer one
It's for the tfm lua api
sure would be great
thank you!
no worry!
is there any way to play my module on a cicle into the tribe's house? I mean, when a round is over play it again without send the code again on the /lua page
You can create a rotation system, where when your round ends, a new one begins.
Then you need to specify how your module works if you want any tips about it, for example, Batata minigame works by time or last survivor, when time runs out or when there is only one player left, a new map starts and the parameters reset
I want something similar like that example of batata, when only remains one player I want to start a new map
I've create a logic using the eventPlayerDied, when someone dies I compare the playerList, and If it is only 1 player, I call an exec.playerVictory, but I don't know if that works properly
its not moving unless it is a dynamic ground
it is just disappearing
does anoyone know that one module where u can edit the map while testing it
without leaving the room
It's a submodule of #ninguem iirc
huh ok
yup
Does anyone know that one module, sorta like flood where you have to go to space
does anyone knows the module when there was 1 person choosed and other people had to disguise as items placed around the map by pressing space? after some time the choosed person spawned and they could seek the people by pressing space and morting them??
#prophunt
what is the name of the funcorp room
i remember a room for everyone to use funcorp stuff like mice color / size and stuff
*strm_Vnklacnkfho#0000 ?
#hidenseek
anyone?
h
#fight
thank you!
Can you check if someone is online with playerData?
Yep, unless the player data failed to load - which is rare tho
Do you require to have data saved?
no
.> so you can always tell if a player is online or offline regardless of which room they are in?
That way it's even possible to check the times when Tig enters the game :v that is, if he enters.
It's even possible to check when does Contistente enter the game 
๐ถ
