Originally Posted by
Lifted86
I loaded the aikido.tbm into the mod editor and saved it with no edits and the friction on the floor was different, removing the 'friction 1' line in the .tbm file fixed it tho.
Well your right, I thought friction is just a flag that can be set to 0 or 1, but I did some tests now and figuered that it can also be set to 2, I'm unsure if setting it to numbers higher than 2 makes a difference. So for a quick fix open 'DefaultToribash.tbm' and change there friction from 1 to 2.
Originally Posted by
Kyat
Also, can't you go over the 16 objects limit ?
When I created and modified a 17th object, TB just crashed :/
Strange seeing that in atmo, up to 300 objects can be created. Sure they are just drawn objects, without collision detection/etc... but I remember hacking into newbluck's previous mod editor and pushing the limit from 16 to 200, and it being supported afterwards, running the script.
I'm not familar with this hack, but I tend to say that it would be nescessary to hack the tb.exe to allow more than 16 objects.
I also found another bug, well not a bug but a coding restriction. If you do constructs like the following, it will prevent the garbage collector from collecting the table ('x' in the example):
x = {}
function x.func(self, ...)
local function nested()
self.a = self.b or 0
end
end
x.func(x) --or x:func()
x = nil
-- table is still in memory, but not accessable
This happens because the nested function creates a reference to x via the self upvalue and this reference is counted as external reference, because nested is no attribute of the table.
So don't create such dependincies.
I used this several times in my scripts so with the next update I will correct this and the friction stuff.