#Version 1.748
1 messages · Page 1 of 1 (latest)
😮

pog!
когда что-то стоящее по типу нормальной картинки на мониторах с большим разрешением экрана?
👎
wow good stuff
so happy to see these new properties.. I thought the grounds and stuff would stay untouched outside of aesthetic appearance for another 10 years but I'm glad I was wrong
Version 1.748

ve #es para conversar con jugadores que hablen español 🇪🇸 👌
My Module #soccer broked
Please remove update for "moveObject"Please remove update for movePhysicObject,moveObject
(Written force is applied ten times,even some other modules using movePhysicObject,moveObject are broken)
- [Lua] addNPC now removes other NPCs with the same name.
Does not work with more than 1 NPC, other NPCs will become impossible to move/respawn.
tfm.exec.moveObject(object1, 0, 0, true, 300, -10, false) OLD version
tfm.exec.moveObject(object1, 0, 0, true, 30, -1, false) NEW version
Result is the same
i can't just go rewrite my old scripts and modules
,||pls fix this||
BUG 🐞
tfm.exec.newGame(0)
tfm.exec.addNPC("TEST1", {x = 200, y = 100})
tfm.exec.addNPC("TEST2", {x = 600, y = 200})
tfm.exec.addNPC("TEST1", {x = 600, y = 200})
```This code will cause the 2 NPCs to have the same name
If what you say is exact, you could fix it temporarily by adding this at the beginning of your codes, before any use of the function
local incorrect_tfm_exec_moveObject = tfm.exec.moveObject
tfm.exec.moveObject = function(a, b, c, d, e, f, ...)
return incorrect_tfm_exec_moveObject(a, b, c, d, (e or 0) / 10, (f or 0) / 10, ...)
end
*edited to support nil
thx
but what about other modules of other players?
Perhaps they will revert the change if it breaks too many modules and scripts. Maybe it was not even expected in the first place.
Probably the conversion just broke, it doesn't need to be reverted, just Tig needs to add back the div by 10
what about the NPCs glitch?
when will solve the problem with the server ping?