Tabletop Simulator

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X-Wing Ship Mover
   
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Assets: Scripting
Tags: Templates
File Size
Posted
Updated
27.513 KB
Mar 6, 2016 @ 10:14am
Mar 7, 2016 @ 1:46am
2 Change Notes ( view )

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X-Wing Ship Mover

Description
X-Wing is a great game, but kind of fiddly on Tabletop Simulator. No longer! This mod contains a single scripted object, for use with other X-Wing games on the Workshop. (I've tested it with this one: http://steamcommunity.com/sharedfiles/filedetails/?id=415295765, which seems to be the most popular X-Wing mod). Its single goal is to make moving ships in X-Wing far less tedious and error-prone. After setup, just place the Mover next to the ship you want to move, place the ruler you want to use nearby, and press the button! The ship will automatically move to where it should if you manually messed around with placing the ruler and moving the ship, except in a fraction of the time.

USAGE
When you load this mod, there will just be a single Backgammon piece with a button on a standard table. Here's how to use this mod:
-Load an X-Wing mod (I recommend the one I linked previously)
-Click 'Host' at the top, then 'Games', and click the Workshop icon at the top left. This shows a list of all the mods you have installed.
-Find this mod in the list, but don't click it! Instead hover over it, and click the arrow that appears on the right. This shows a list of all the objects in the mod, in this case only our Mover object.
-Click on that item to spawn it into your game of X-Wing. Then close the Mods window. Now the Mover exists in your game!
-An error and warning may appear in the chat area, saying the Mover can't find the rulers. In that case, you have to tell the script which objects are your rulers. Press the button and follow the prompt: Create a scripting zone, and move the rulers through that, starting with Straight 1 up to Straight 5, then Bank 1 to 3, and finally Turn 1 to 3.
-If the Mover did find the rulers, press the button to start registering ships. If you registered the rulers yourself, this step should automatically start. First place the Small ships you want to use near the Mover and press the button, then the Large ones. The distinction is important for move distances.
-Done! Now every time you want to move a ship, place the Mover near it, and place the ruler you want to use nearby. Then press the button, and the ship should move!
-Play X-Wing faster and be less frustrated with fiddly positioning!
(Alternatively, you can load up this mod, add the Mover to your Chest by right-clicking it and selecting 'Save to Chest'. Then you can add it to your X-Wing game by going to 'Host'->'Chest'->'Saved Objects', and selecting the Mover. Downside of this is that you're not guaranteed to have the latest version, and you'll have to update your Chest item when this mod updates. But it's a workaround for when adding a single scripted object from a mod doesn't work)

'HIDDEN' FEATURES
-Collision detection! If moving a ship according to the nearest ruler would possibly make the ship collide with another ship, the script warns about this. You can bypass this by pressing the button again if you want, but ships will probably end up on top of each other.
-If you place the Mover next to a ship but don't put a ruler in the vicinity, you can rotate the ship. Useful after a Koiogran turn for instance, since you don't have to pick up and possibly accidentally move the ship to rotate it
-If you place the Mover away from any ships, you can undo the last move. Useful in case you make a mistake, or accidentally knock the ship over or something.
-Debug Mode: If you like lots of numbers and chat spam, and/or want to know what the script is doing, you can enable Debug Mode by moving the Mover through a scripting zone. Disabling Debug Mode works the same way.

LIMITATIONS
-No Huge ships, sorry. The Mover can move both Small (TIE-Fighter size) and Large (Slave I size) ships, but since Huge ships are both special and rare, the Mover doesn't support those (yet?)
-Collision detection is a bit cautious, so it could report false positives. But this way it should minimize or even eliminate any cases where accidental collisions occur.
-No collision resolution. If a ship would fly into another ship, you have to manually place it against the other ship's base. It would be very difficult to resolve this automatically, especially with banking and turning.
-Automatic ruler detection doesn't always work. I couldn't find a good way to do this. So if you play an X-Wing mod other than the one linked at the top, you have to manually register rulers by moving them through a scripting zone. No disaster, but it adds a tiny bit to the setup time.
-Ships are unlocked after moving. Apparently moving a ship programmatically unlocks the ship, and despite calling the lock function, it stays unlocked. So remember to lock ships after they move so you can't accidentally pick them up or knock them over.
-Move undo is only a single step. Should be enough to undo any mistakes immediately, without eating up ever more memory.
23 Comments
Leiderg Jun 26, 2017 @ 1:40pm 
I did everything right, created the scripting zone registered the 11 templates, then registered small ships, then large ones, but when I try to use to move a ship I get an error saying: Error calling Lua function Onclick...
Unreal Ed Sep 12, 2016 @ 5:41am 
Another bigger suggestion:

3. How to make registration much faster: Add a set of all the rulers with the mod. Those rulers would all have a script that looks for the "mover button" class when put into a scripting zone and pass along the info of which ruler they are. That way, you could register all the rulers in one go by moving all of them in scripting zone that contains the button instead of doing them one by one which is pretty annoying.
Unreal Ed Sep 12, 2016 @ 5:40am 
Been playing with this and it's so good! thank you for making it ! Here's 2 suggestions for improvements tho:

1. Pretty minor but, when registering the rulers, name them ("straight 1 registered", "bank 2 registered", etc) instead of just the generic names. That way you'll know if you made a mistake.

2. Replace the white piece that the button is on with something that can be recolored, so that each player can change his mover to his player color. Ideall, whatever object you choose, please also make it easier to grab the object without pressing the button. This suggestion should be pretty easy and useful.
Didero  [author] May 29, 2016 @ 8:39am 
Captain Sardonic: Sorry for the late response. The only thing I can think of is registering the rulers somehow went wrong. Did the straights work? Maybe they got confused too and acted as banks? Does this happen consistently, or just once?

Alph-Andruino: Could be that the script thinks your ships are the wrong way around. Which mod did you get your ship models from?
Alph-Andruino May 29, 2016 @ 8:32am 
I great mod, bu I have a little problem. I registered all rulles, and ships, this part is fine but when I use button, ships goes backward in place to move forward. Any idea?
Captain Sardonic May 22, 2016 @ 11:43am 
I really like this idea. Even though I registered everything in the correct order, the mover seems to treat my bank/turn rulers as straights. It'll move a model, but won't put it at the end of the ruler where it belongs. Any suggestions as to what I might be doing wrong and how to correct this?
Didero  [author] Mar 13, 2016 @ 11:12am 
Make sure you right-click the actual object, and not the button. It may require you to rotate the camera, even though I tried to make the object easy enough to select.
flobz Mar 13, 2016 @ 9:27am 
i select it and when i right click for the popup menu it hyst tries to activate the button
Didero  [author] Mar 13, 2016 @ 9:18am 
Hey, no need to apologize, this is a game bug and not your fault. All we can do is wait for a patch.
Though adding it to my Chest did work for me, what went wrong on your end?