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The bigger cause, however:
NOTE: TURN ON CAP FRAMERATE (in graphics, settings).
With modern rigs, frame rate will far exceed anything that will work with frame based pauses (which was the only option when this mod was made).
Rebel Obj card redaction conform to an early informal policy by FFG for internet versions of their games.
@Proof Of Staek Thank you for this; sometimes physics and script handling changes -- also script timing is (was) handled by frames. Faster frames = more difficulty leaving enough pause. Scripting for users of all frame timings can be problematic. I might also check your physics setting. It is possible difference physics settings have different outcomes. I may implement this fix if the discord community is running into your problem as stated as well.
Setting the pos.y on the stacks so they are closer together and stack faster fixes it. +0.25 for the II objectives and +0.5 for the I objectives:
-- stack up
for i=1,120 do
coroutine.yield(0)
end
pos = {}
rot = {}
pos = baseObjs.objIII.getPosition()
rot = baseObjs.objIII.getRotation()
baseObjs.objII.setPositionSmooth({pos.x,pos.y + 0.25, pos.z})
baseObjs.objII.setRotationSmooth(rot)
coroutine.yield(0)
baseObjs.objI.setPositionSmooth({pos.x,pos.y + 0.5, pos.z})
baseObjs.objII.setRotationSmooth(rot)
for i=1,240 do
coroutine.yield(0)
end