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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.
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.
This one :
X-Wing miniatures core set updated : http://steamcommunity.com/workshop/browse/?appid=286160&searchtext=X-Wing+miniatures+core+set+updated&childpublishedfileid=0&browsesort=textsearch§ion=home
Alph-Andruino: Could be that the script thinks your ships are the wrong way around. Which mod did you get your ship models from?
Though adding it to my Chest did work for me, what went wrong on your end?
I'm more than open to suggestions on how to make registering rulers less cumbersome though!
But glad to hear you like my script :)
This should also be possible with ships, provided that someone edits the mod you linked so that each ship is tagged, as, say, small_ship or large_ship with a dedicated script (in this case getName should be replaced by something like getVar('tag').
What do you think?
I have a suggestion: as far as I understand, you're identifying the rulers by their GUID, which makes the process of registering them a little clunky.
I think a better solution would be to search them by name, or possibly by a tag assigned to them once and for all. In other words, you might have a scan function like this:
function onload()
objects = getAllObjects()
for j, w in ipairs(objects) do
if w.getName() == '3 bank' then...
...and so on.
[...]
@Unreal Ed: Thanks! I've been working on this script for a while now, so it's nice to see it's appreciated :)
Also, I just realised that since you can also spawn individual objects from mods, that seems like a better way than using the Chest, because then you always have the latest version. I'll update the description.
I'd recommend giving this mod and the button a version name like "X-Wing Mover v1.2" so that you'll be more easily be able to tell if you have the latest version in your chest or not