Tabletop Simulator

Tabletop Simulator

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Dynamic Initiative Tracker
   
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Dec 18, 2020 @ 2:25pm
May 4, 2022 @ 9:51pm
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Dynamic Initiative Tracker

Description
BE SURE TO WATCH ATTACHED VIDEO FOR TUTORIAL

Track initiatives in your RPG combat by each object.
Automatically prompt players for all their controlled characters.
Dynamically adjust turn order between objects.
Highlight your characters with keys set to each one.

This project is made for removing the tedious chore of tracking initiatives in games like Dungeons and Dragons. It goes further than that to track initiative values of individual objects rather than just going in player order. It allows users to have a quick highlight key for each of their objects as well to quickly focus on objects.

The project is currently on GitHub. If you want to contribute to its development and help with bugs, make a PR here: https://github.com/Hoversquid/Dynamic-Initiative-Board

Check out my project demos on my Youtube channel: https://www.youtube.com/channel/UC5H8Tb-1KZzeFPO0klFQpjA
Check out my big project, Project World Map: https://youtu.be/0EEcCIoga0E
Popular Discussions View All (1)
0
Mar 22, 2022 @ 12:57pm
Custom Model / Token support
raultiberiu
29 Comments
Hoversquid  [author] Nov 8, 2023 @ 2:31pm 
@phantomias2023
i appreciate the work-around!
i'm still planning on making some changes to it when i'm available.
if you anyone would like to help contribute to this tool, send me a PR or send me an issue here: https://github.com/Hoversquid/Dynamic-Initiative-Board
thanks
phantomias2023 Nov 8, 2023 @ 1:42am 
Anyone else having trouble with the height of the green arrow that highlights the current initiative mini, just open the lua script of the Initiative Tracker and change the following line near the end in the function called "setInitArrow":

local num, denom = getLarger(scale.y, bounds["size"].y)

local yPosition = (num / denom) * -90


change it to:


local num, denom = getLarger(scale.y, (-bounds["offset"].y + bounds["size"].y))

local yPosition = (num / denom) * -90


This should fix most of the issues. If the arrow still appears inside of far, far above the model, then try deleting the collider-URL from the mini or replacing it with a cylinder the height of the mini.
raultiberiu May 8, 2022 @ 7:06am 
I am following your work with great interest, @Hoversquid.
Good luck and hope yo hear from you and your projects, soon.
Hoversquid  [author] May 7, 2022 @ 4:01pm 
@raultiberiu cool, glad to hear it's working

The highlight functionality is just something I use in my games to direct focus. You assign the grouping of models to a "Scripting Key" (found in TTS's keybind menu) and then you can press the button to highlight them. I'm working on adding a whole lot of different features using this mod as a base to merge a bunch of old projects together, which is way it took me so long to get back to this and iron out bugs.
raultiberiu May 7, 2022 @ 5:55am 
@Hoversquid
I have tested thus:
• assetBundle build in unity from stl
• custom mini from Workshop
• assetBundle from HeroForge

I can confirm that all three items are now correctly assessed for initiative.
I am still confused on the highlight function and how it works, because I failed to make it work.
raultiberiu May 7, 2022 @ 5:40am 
Thank you @Hoversquid, testing it now.
Hoversquid  [author] May 4, 2022 @ 9:53pm 
@raultiberiu I've uploaded a newer version, let me know if it fixed the problem.
raultiberiu May 2, 2022 @ 12:45am 
@Hoversquid
Is the project still alive? Please let me know if I can rely on your init tracker working for the miniatures from the D&D pack or I need to go looking elsewhere.
raultiberiu Apr 10, 2022 @ 7:07am 
Sure @Hoversquid. I have placed the link below:
https://steamcommunity.com/sharedfiles/filedetails/?id=2739581676
Hoversquid  [author] Apr 8, 2022 @ 5:58pm 
@raultiberiu would you send me the ID or link of the workshop item that's not working with the mod? I haven't been able to reproduce the issue so far