Tabletop Simulator

Tabletop Simulator

Sneaky's Movement Mod Version 2.1 update (*Fixed)
39 Comments
A_Rittle_Bit_Sneaky  [author] Dec 29, 2019 @ 2:33pm 
@Rinion that's odd. Honestly I made this about a year ago and haven't touched it since. The TTS updates to their API sometimes break the code. If anyone wants to feel free to dive into the script and find the issue, I'll probably not be revisiting it.
Rinion Dec 21, 2019 @ 4:50am 
When using this sometimes models say they fell through the world and get destroyed!
A_Rittle_Bit_Sneaky  [author] Aug 21, 2018 @ 4:45pm 
Just fixed the issue!
:steamhappy: You will need to open the workshop mod and replace any remotes you have currently saved with the New remote I have just uploaded! :steamhappy:

Took a while due to many possible causes. It turns out that TTS is having issues again currently with referencing table variables from other objects. Please let me know if you experience any issues!.
A_Rittle_Bit_Sneaky  [author] Jul 12, 2018 @ 4:59pm 
I just found what's breaking. The models reference the setting variables on the remote to decide certain behavior. TTS has always allowed referencing script in other models and it doesn't look like they've changed that syntax at all. Never the less when the model scripts try to find the settings on the remote we are getting a blocked attempt for some reason with ERROR: "Attempt to perform operations with resources owned by different scripts."

I never changed any of the code so I don't know yet if this is a temporary bug TTS is having after all their recent script updates, but at this point that is the only conclusion I have.

It does look like they did have an issue in this new update that breaks cross object script referencing.
The War of 1812 Jul 12, 2018 @ 12:03pm 
I'd help, but I don't know how to script. Good luck!
A_Rittle_Bit_Sneaky  [author] Jul 12, 2018 @ 11:04am 
Well I just took a look at the code. I can't seem to find what's broken after their update. I thought it would be timers since they noted they had deprecated that functionality, but the error it throws in game points to lines 219 and 263. These lines don't have anything to do with timers and I can't for the life of me find what could possibly be incompatible. It would also appear that Timers still seem to be working because the movment markers are still functioning. Something could possible be wrong with the buttons after TTS Scripting updates?? I'm at a loss.
A_Rittle_Bit_Sneaky  [author] Jul 12, 2018 @ 10:11am 
Thanks for the HeadsUp! Just took a look at their patch notes, apprently they completely changed timers to a new wait function so that definitely broke it I'm guessing. I should be able to get it updated and ready to go again by this weekend.
The War of 1812 Jul 12, 2018 @ 7:28am 
I think the new update to TTS broke your mod! Sad days.
A_Rittle_Bit_Sneaky  [author] Apr 30, 2018 @ 5:59pm 
Released some updates. Let me know if you run into any bugs, I couldn't get it to give me any issues.
A_Rittle_Bit_Sneaky  [author] Apr 30, 2018 @ 4:28pm 
About to release a new update with custom timers for removing the main movement displays and also toggleable lower movement displays.

Now let me preface this next part: if you set your lift height to the lowest setting then it doesn't add anything to the movment value of the model.
For players who would want the lift height set to something higher I can't find a way yet to automatically remove it.
I Suggest just turning your lift height all the way down, The models still raise atuomatically just fine when moveing up and down on objects.
Bjorn to Ride-Russ-Rout [VI-RRR] Apr 24, 2018 @ 4:40am 
Well played good sir, A very welcome addition to the WH40K tools we can use, love the effort you put in, will definately be using this. Keep up the good work and fine tuning.
Janek Apr 23, 2018 @ 11:18am 
Awesome mod, thanks man. You did great job.
Is it possible to remove distance numbers on the ground? The one above model is perfectly enought for Warhammer games and they not gonna collide with objects/buildings and we still can keep physics on to roll our dice.
BaconCatBug™ Apr 10, 2018 @ 9:56am 
I only ask because with large squads the timers block a lot of screen real estate, even when faded. You only need the value up long enough so both players can confirm no-ones playing silly buggers, I don't need the value up for the duration of my opponents turn for example.

Thank you again for all your work, this and the models. It's absoloutly fantastic!
A_Rittle_Bit_Sneaky  [author] Apr 9, 2018 @ 4:34pm 
@BaconCatBug
I warn about the Raise Height being added in to the vertical script. I would just change your raise height to the lowest amount and then it doesn't add anything to it, or you can toggle auto raise off on the model.

I initially didn't have a way to remove the raise height from the calculation, but I think I might be able to now automatically. Just need some time to sit down and do it.

As for the timeout request I could add that in as well I just need to make a timer and connect it to the display. I didn't think it would really be necessary but If people want it I'll put it in. Probably this weekend maybe.
BaconCatBug™ Apr 9, 2018 @ 4:20pm 
Is there a way to set a timeout so that the movement numbers will dissapear after, say, 15 or 30 seconds?

Also, with the Vertical+Horizontal movement, it's including the "raise" TTS uses to move the model, which adds an extra inch to the movement value. I know this can be intended usage, but it would be nice for a toggle or alternitive script if it's not much work to do.
Unwritten Fate Apr 8, 2018 @ 6:28pm 
Amazing mod ty so much
A_Rittle_Bit_Sneaky  [author] Apr 8, 2018 @ 10:56am 
If anyone ends up getting the "Error 2" message when trying to add the script let me know. Try out the test remote i linked and let me know if the value it prints on the screen when you click the add script buttons matches the GUID of your scripting zone. If it is different let me know what the values were so I can try and figure out what could be going on.
The War of 1812 Apr 8, 2018 @ 9:36am 
Weird. Sorry I didnt see this in time - looks like youre offline. It was giving me the error that the scripting zone didnt exist, but I had created the scripting zone already and posted it on the controller. Worked correctly for me before. Just message me when youre on. (In the meantime, I'm just using your 1.0 version)
Brokengamer Apr 8, 2018 @ 8:56am 
Works fine for me just make sure you click 1 of the 2 green buttons, also make sure you are using the Script box, not the other one
A_Rittle_Bit_Sneaky  [author] Apr 8, 2018 @ 8:38am 
@the war of 1812

I would be curious to take a look at whats going on, I added you as a friend if you want to invite me to the game and I could take a look.
A_Rittle_Bit_Sneaky  [author] Apr 8, 2018 @ 8:35am 
@the war of 1812
Is it giving you one of my error messages? If it is which message is it?
The War of 1812 Apr 8, 2018 @ 6:35am 
Nice Mod! The new script cloner isnt working after the most recent update, on my end. Models are clearly inside the scripting zone, and the zone has been copied to the controller. Thanks for any help!
Brokengamer Apr 8, 2018 @ 6:09am 
Very nice
A_Rittle_Bit_Sneaky  [author] Apr 7, 2018 @ 3:25pm 
Thanks, I hope it works for everybody. I try to make sure it's not buggy to best of my abilities and the limitations with working in TTS. Let me know if you run into any issues.
Aztek Apr 7, 2018 @ 1:38pm 
Nice mode man! :D
A_Rittle_Bit_Sneaky  [author] Apr 6, 2018 @ 8:12pm 
UPDATED TO VERSION 2.0! I totally overhauled all of the scripts and created a more streamlined experience for bringing models and scripts into games. NO MORE GLOBAL SCRIPT.

I tried to give some written instructions, but the Video Tutorial for this version goes up tomorrow morning.
Zerg Apr 5, 2018 @ 4:34am 
Awesome stuff, this would of been a good feature for TTS to just adapt into their game as well seeing how you can set objects as "Figurines" and you'd hope that function could be some automatic.
A_Rittle_Bit_Sneaky  [author] Apr 4, 2018 @ 12:58pm 
You know I must have read that function 20 times and I always missed the second part where is added playerColorClicked. Thanks for the headsup! I'll probably have time tomorrow to add it in (work from 7am to 5 and go to classes till 10pm after that)
Markimus Apr 4, 2018 @ 11:57am 
Hey, there is actually a way to get the colour of the player who is clicking the button.
The button function has two in-built parameters.

onButtonPress(obj, col)

obj is the game object the button is attached to.
col is the colour of the player clicking on the button.
Cody Apr 3, 2018 @ 6:17pm 
No, a link to this. I saw the YT first, but then had to search the workshop for this.
A_Rittle_Bit_Sneaky  [author] Apr 3, 2018 @ 4:06pm 
@Cody a download link for a text file of the scripts?
Cody Apr 3, 2018 @ 9:06am 
Add a download link to your youtube video!
Chibi Apr 3, 2018 @ 7:31am 
Wow, just wow.
Baryonyx Apr 2, 2018 @ 3:01pm 
This seems brilliant, thanks for making this.
A_Rittle_Bit_Sneaky  [author] Apr 2, 2018 @ 9:32am 
If you guys watch the video skip to 3:50 for scripting instructions
A_Rittle_Bit_Sneaky  [author] Apr 2, 2018 @ 9:01am 
I heard people had some problems, The main reason I think was the note cards I added for convenience actually couldn't hold the entire script
BaconCatBug™ Apr 2, 2018 @ 8:52am 
Especially since it seems you need to copy some things into your game for the script to work.
BaconCatBug™ Apr 2, 2018 @ 8:41am 
A full walkthough on how to clone the script would be nice. I worked it out but others might not be able to do so!