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Module FAQ & Documentation
Safwanrockz
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#21
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Drgenius said:
Also something that would be neat is coloring for each type of argument required (or sent in events), for example, green for string, white for int, blue for float, orange for bool, etc. Just a thought.

That would be quite redundant and is unneeded in my opinion.
Leafileaf
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#22
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Safwanrockz said:
Drgenius said:
Also something that would be neat is coloring for each type of argument required (or sent in events), for example, green for string, white for int, blue for float, orange for bool, etc. Just a thought.

That would be quite redundant and is unneeded in my opinion.

^this

also liam could you rearrange the functions in alphabetical order
makes searching easier
Hybinkunduz
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#23
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Thanks Liam! *-*
Drgenius
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#24
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Safwanrockz said:
Drgenius said:
Also something that would be neat is coloring for each type of argument required (or sent in events), for example, green for string, white for int, blue for float, orange for bool, etc. Just a thought.

That would be quite redundant and is unneeded in my opinion.

I don't understand how it would be redundant. Maybe I should clarify, here's an example:

said:
tfm.exec.movePlayer(playerName, xPosition, yPosition, xOffset, xSpeed, ySpeed, yOffset)

There could be a key at the top, something like

said:
String
Bool
Integer
Float

It would also be easier to distinguish different arguments, and on the eyes

Last edit on 1411248660000
Safwanrockz
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#25
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It's still redundant. I don't want to see a colorful documentation nor do I have to memorize which color is which variable type.
Mengineer
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#26
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Really, why we ca't using chatMessages on tribes? Also, you may make /slua to disable chatMessages in tribehouses for you.

Last edit on 1411579080000
Haruhitastic
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#27
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mengineer said:
Really, why we ca't using chatMessages on tribes?

Because it's incredibly abusable?
Makinit
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#28
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Haruhitastic said:
mengineer said:
Really, why we ca't using chatMessages on tribes?

Because it's incredibly abusable?

This could be dealt with by preceding messages with something like "[~Module]" or limiting text formatting abilities.
Mengineer
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#29
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^ This. Or Maybe, can't use in for/loops.
Thewav
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#30
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There is now only one id for the cannon it's 17 and then you have to rotate it .
Techtriostep
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#31
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that... sucks man ...
Shamousey
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#32
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Thewav said:
There is now only one id for the cannon it's 17 and then you have to rotate it .

Thanks for that update, it seems to have broken other modules that rely on cannons like #domination and #ffarace, hopefully they'll all be fixed today.
Podoko
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#33
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If I link an image to a player ( tfm.exec.addImage( link.png, "%Tigrounette", -30, -30) ) and if a new map begins, is the image removed ?
Same question if the player dies and then is respawned.

v Ok thank you :)

Last edit on 1411754100000
Thewav
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#34
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Yes and yes.
Shamousey
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#35
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Added the new shaman object IDs (pokeball, bubble cannon, leafy trampoline and rock anvil).
Moshimoshiz
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#36
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Very cool. I kinda learned something but I didn't get much..
Really cool though! :-)
Itchyboy
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#37
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Does anyone know how to watch everyone's x and y? I think you use player.x and player.y but it's not working in my code.
Safwanrockz
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#38
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By saying "watch" do you mean like continually change the value of a variable with the player's coordinates?
Itchyboy
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#39
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I mean like if a mouse enters an area, then they get killed.
Safwanrockz
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#40
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Then you'll have to use eventLoop() that triggers every half a second, so you can continually check the player's coordinates (and pythag() for the circular collision):

ax = 200 - X coord of area
ay = 200 - Y coord of area
ar = 40 - radius of the circular area
function eventLoop()
for i,v in pairs(tfm.get.room.playerList) do
if pythag(v.x, v.y, ax, ay, ar) then
tfm.exec.killPlayer(i)
end
end
end
function pythag(x1,y1,x2,y2,r)
local x=x2-x1
local y=y2-y1
local r=r+r
return x*x+y*y<r*r
end
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