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(→Adding/Modifying Individual Resources: never mind, tables can be split apart on separate lines just like they are in SomethingInstances.lua's and work fine with injector or just editing original lua) |
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These methods do not actually edit how the game reads an embedded Level_''Somewhere''/''Something''Instances.lua , so these changes only last until the level is unloaded. When a level unloads, it seems the Names table is completely cleared, including any new objects you created that weren't in the original ''Something''Instances.lua. | These methods do not actually edit how the game reads an embedded Level_''Somewhere''/''Something''Instances.lua , so these changes only last until the level is unloaded. When a level unloads, it seems the Names table is completely cleared, including any new objects you created that weren't in the original ''Something''Instances.lua. | ||
If you reference an ObjectName that exists in the Names table, but the associated object no longer exists in memory or is corrupted, your game will most likely crash. | If you reference an ObjectName that exists in the Names table, but the associated object no longer exists in memory or is corrupted, your game will most likely crash. It also may crash if you reference an object that isn't in the Names table. | ||
The ''Something''Instances/etc tables that you construct to load resources into the Names table are usually (but not always) cleared automatically after the functions run, to free up memory. | The ''Something''Instances/etc tables that you construct to load resources into the Names table are usually (but not always) cleared automatically after the functions run, to free up memory. | ||