Tabletop Simulator

Tabletop Simulator

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Sneaky's Movement Mod Version 2.1 update (*Fixed)
   
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Game Category: Role-playing Games
Number of Players: 1, 2, 3, 4
Assets: Scripting
Tags: 4+
File Size
Posted
Updated
164.506 KB
1 Apr, 2018 @ 8:46pm
21 Aug, 2018 @ 4:40pm
23 Change Notes ( view )

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Sneaky's Movement Mod Version 2.1 update (*Fixed)

Description
Tags: turn based movement distance scripted warhammer 40k measurement move

FIXED As of 8/21/2018. You will need to open the workshop mod again and replace any remotes you had saved with the new remote I just uploaded

IF YOU GET ERRORS IT IS BECAUSE THE REMOTE WASN'T ADDED TO THE GAME BEFORE SCRIPTED MODELS WERE, OR YOU HAVE A REMOTE WITH A DIFFERENT GUID THAN THE REMOTE THAT SCRIPTED THE MODELS.

JUST RE-ADD THE MODELS TO THE GAME, OR RE-APPLY THE SCRIPT WITH THE REMOTE YOU HAVE OR BRING IN THE REMOTE THEY WERE SCRIPTED WITH

Video Tutorial
at: https://youtu.be/UUoDjaS4yGg


What you need to do:
Delete any Global scripts from the old mod in your game
1. Save the Remote object
2. Spawn the remote in any game (unless you are advanced user only spawn one)
3. Create a scripting zone with the zone tool (it has to be a scripted zone, not a hidden zone)
while you have the scripting zone tool selected right click the scripting zone to copy the GUID of the zone
4. paste the scripting zone GUID onto the Lime green zone button on the controller
5. Place models in the scripting zone and click the add script button of your choice.

When using the vertical +horizontal movement object script you should turn your raise height all the way down. The raise height is added to the movement otherwise

Intro:
Hello and welcome to the one and only Movement distance mod.
This mod uses both an Object and Global script I wrote to display models movement values, create a rewind button, and create a POV button. I have two seperate object scripts: one does horizonatal distance only if you want, and the other measures horizontal and vertical distance as well. These measurements are very accurate and will yield better results for model movement than the actual ruler tool.

If you have any suggestions or recommendations please let me know. If you find any problems or bugs please post it here.

Tips
1
I recommend using locked or partial physics and turning autoraise toggle off on your models. this avoids collision on the lower movement displays
2
When using the vertical +horizontal movement object script you should turn your raise height all the way down. The raise height is added to the movement otherwise
3
save scripted models to save time. If you get errors just reimport them to the game, copy and past them, or rescript them with the remote. If that doesn't work, save the game and then rescript them with the remote.
4
Click on the lowest point of the map when making scripting zone, or use gizmo tool to move the zone lower to cover the models bases
5
Using the remote to add script erases any previous script on the model
6
Models are tied to the GUID of the remote they were scripted with until you script them with another remote.
7
It is possible to copy and paste the remote to create a new Remote with a new GUID. You can then tie your army to your own remote for games so multiple armies can have different remote settings.



Credits
Credit for the spinning white movement marker goes to https://steamproxy.net/sharedfiles/filedetails/?id=766948955&searchtext=move+marker
I incorporated his marker mod into my script and greatly enhanced it as well for wargames (his script did not work well with certain models with different scaling applied)


Checkout my custom models I have been making as well from scratch.
http://steamproxy.net/sharedfiles/filedetails/?id=1314775960


EDIT:
UPDATED TO VERSION 2.0
DELETE ANY GLOBAL SCRIPT FROM OLD VERSION AND RESCRIPT YOUR MODELS WITH THE NEW REMOTE.

1.Updated the distance calculation to be more efficient(I had an extra calculation included which literally did nothing and took up processing power)
2.FIXED the POV button player color issue! now you can just click it as any player color and it should work without you having to first pick it up
3. Added toggle for the lower movement displays
4. Added custom timer to remove the movement displays after a set time.

KNOWN BUGS:
I will post known issues here.
1. Berserk currently has a bug with its onCollisionEnter() function. This function doesn't recieve data properly if you "nudge" and object with 'N' and will cause a little error message to pop up on screen. In my mod this doesn't cause any issues other than a temporary message popping up on screen. There is nothing I can do to fix that error in the function, but I might eventually change how I find object collision to avoid using the onCollisionEnter() function.
Just disreguard the red text that pops up if you "Nudge" objects.

Future Additions
1.I will add in a third script option for vertical movement without lift height added into it (even though you can just turn down your lift height ;p )


Old version can be found here if you liked it better: https://steamproxy.net/sharedfiles/filedetails/?id=1354534311

Tags: turn based movement distance scripted warhammer 40k measurement move
39 Comments
A_Rittle_Bit_Sneaky  [author] 29 Dec, 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 21 Dec, 2019 @ 4:50am 
When using this sometimes models say they fell through the world and get destroyed!
A_Rittle_Bit_Sneaky  [author] 21 Aug, 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] 12 Jul, 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 12 Jul, 2018 @ 12:03pm 
I'd help, but I don't know how to script. Good luck!
A_Rittle_Bit_Sneaky  [author] 12 Jul, 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] 12 Jul, 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 12 Jul, 2018 @ 7:28am 
I think the new update to TTS broke your mod! Sad days.
A_Rittle_Bit_Sneaky  [author] 30 Apr, 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] 30 Apr, 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.