Tabletop Simulator

Tabletop Simulator

Song of Ice And Fire Tabletop Miniature Game
Z Games  [developer] Mar 3, 2019 @ 1:46pm
ASOIAF scripting and suggestions
Hi there.
I have been working on this ASOIAF mod for some time and I just made some interesting updates to the movement tray. They are far from perfect though and still need much work to be actually playable.
It can be beneficial to start a discussion about where the next step would go. Currently the most important decision making is about how to allow for the miniatures on the tray to move with the tray. Due to the fact that tray and miniatures are different objects, those scripts which restricts the movement of the tray do not work on miniatures automatically, which results in some glitch and flying around of pieces. I have some ideas in mind to use UI image to replace miniatures or standees to be placed onto the tray. However this seems like quite some work.
You are all welcome to shout and contribute ideas.
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Showing 1-9 of 9 comments
JDKnight Apr 1, 2019 @ 3:22pm 
I tried to joint the figurines to the tray and I'm having good results (with snap and could be improved just searching when colliding the nearest snap point and rotate/snap to it).
Here I give you the current code I've done (very simple).
Just a figurine snap to the tray. You can rotate the tray and move it if you needed. If you click in the figurine, it's destroyed from the tray. I hope this could help!

Figurine scripting:
onTray = false function enableOnTray() onTray = true end function onPickUp(color) --print(" PICK! ") if onTray then self.destruct() end end

Tray scripting:

function onSnap(a) a.jointTo(self, { ["type"] = "Fixed", ["collision"] = false, ["break_force"] = 10000.0, ["break_torque"]= 10000.0, }) a.call('enableOnTray') end function onCollisionEnter(a) if a.collision_object.tag == "Figurine" or a.collision_object.tag == "Tileset" then local figure = a.collision_object if figure.getPosition().y > self.getPosition().y then Wait.frames(function() onSnap(figure) end, 1) end end end
Z Games  [developer] Apr 1, 2019 @ 4:06pm 
Not sure if you tried that on my mod? The problem with scripted movement is that if you simply join figures to trays, then when the script sets position to the tray, it would not go directly because the tray was dragged behind by the figures. For example if you click undo and the tray goes should back to original position, with figures joint to the tray the tray would only go halfway because the figures dragged the tray back. I have some beta trays with scripted movement implemented for both figures and trays. Only works with standees though.
JDKnight Apr 2, 2019 @ 1:39pm 
Hello again! I tried to use the Beta trays but they have a lot of code (I was just playing a little with them, I could explore it more). I had a lot of problems with the buttons, and trying to relocate them once pressed Battle ready. I was trying to do a much more simple approach. I think there is a possibility: when a Figurine collision a tray, this one can allocate it in an empty space (You can just have a bunch of positions with snaps or hardcoded). Each position has a location in an array where you can save the figurine reference. OnUpdate you can just move all the time each figurine in their supposed location or just call a function when something changes (you could hide them all while performing a game action and reveal again when its finished). These are just some ideas that perhaps could work. Thank you very much for this mod! I'm waiting for more units and I wpuld try to make more tests when I have some free spare time (a difficult task indeed :()
Z Games  [developer] Apr 2, 2019 @ 7:28pm 
Thanks. Currently if you put standees or figurines (but not generic models) onto the beta trays they are identified as part of the unit and will be moved along with the tray through hard coding (setPos and setRot). Hide and show can be indeed simpler.
Bhelliom Jun 28, 2019 @ 5:03am 
Hello Z Games. This is looking really good. I know you are still developing the beta trays, but is there a way to "magnetize" the normal old ones? The new ones are too annoying for me, the issue being that trying to pick up the tray by selecting the tray leaves the models in place, and stuck. So I have to alt-select+L to unlock them, move them back, and yeah.

The other version has magnetized trays but yours is far more up to date and polished. Also the magnetized trays (meaning the figurines slot down nicely, I know I can link them individually) can´t really collide smoothly (in the other one).

Thanks for working on this! I bought everything and lots of multiples IRL but have very few friends/foes to play with. This helps the itch.
Z Games  [developer] Jun 28, 2019 @ 6:27pm 
Thanks Bhelliom. This can be done. It is like another temporary patch. Try to finish the game in one go without save/load/rewind/reload, because most problems are caused by load which initiate the trays and scripts. The old trays also have the save/load issues in some cases. Permanent solution is not an easy task. I ve made a few attempts without success to save states across save/load.
Psychopath Sep 23, 2019 @ 10:51am 
I really like your work, it is fun to play!
Could you please add "The Weeper" commander version for the Free Folk? Only the attachment version is available.
Bartender Apr 11, 2020 @ 1:02am 
Hello Z Games,
a couple of community members, me included have started adding new content and features to your fantastic mod.
At the moment all these changes and updates are shared via save game on Discord.
Which is not the most efficient way of doing this.
I have set up a GitHib repository to at least coordinate the work.
I would like to eventually publish an updated version of the mod here on the workshop.
I would very much like to have your permission to do so.
Also - if you have any resources from your original work that you would share with, it'd be greatly apreciated.
And thanks again for making this outstanding mod. Especially now, in the times of the Corona Pandamic it helps the community stay connected and active.
Cheers.
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