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Simulateur de table

Simulateur de table – Trigger Game Action by Placing a Piece on a Tile

Posté sur 04/10/202204/10/2022 Par CareyMcDuff Aucun commentaire sur Simulateur de table – Trigger Game Action by Placing a Piece on a Tile
  • Titre: Simulateur de table
  • Date de sortie:
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Les informations sur Tabletop Simulator sont encore incomplètes. S'il vous plaît, aidez-nous à remplir les détails du jeu en utilisant ceci formulaire de contact.

Instead of using a button to trigger a script action, simulate the board game environment by triggering a script action by placing a game piece on a tile.

This intermediate guide assumes basic knowledge of lua scripting.

Généralement, a mod will use a button to trigger a script action. This works well, but is not in keeping with TTS as a simulation of a board game.

Another approach is to use a custom tile or token. The player can trigger a script action by placing a specific game piece on the tile.

Basic Approach

This approach uses the onCollisionEnter() fonction. If this function is included in the object script attached to the tile, it will be called every time a game piece makes contact with the tile.

The onCollisionEnter() function must be in the object script for the tile. It will not work if it is in the global script.

A simple function looks like this:

function  onCollisionEnter(collision_info)
  -- collision_info table:
  -- collision_object    Object
  -- contact_points      Table     {Vecteur, ...}
  -- relative_velocity   Vector
  local piece = 'guidaa' -- the guid of the piece that triggers the action
  local guid = collision_info.collision_object.getGUID()
  if guid == piece then
    return Global:appel('desiredAction') -- string name of the function to be called
  end
end


Note that the function is called any time that any object makes contact with the tile, so the first step of the function must be to check if the object making contact is the one that should trigger the action.

Instead of using the guid to identify the object making contact, you could use the object’Le nom de, description or gmnotes using getName(), getDescription() or getGMNotes() in place of getGUID().

Different Pieces Trigger Different Actions

To take this approach a step further, you could set up different game pieces that trigger different actions when they are placed on the tile.

Use a function like this:

function  onCollisionEnter(collision_info)
  local piece = {['guidaa'] = 1, ['guidbb'] = 2, ['guidcc'] = 3}
  -- guids as keys in the table are easier to check
  local guid = collision_info.collision_object.getGUID()
  local somedata
  -- somedata to pass to the Global script,
  -- par exemple. the action to trigger
  -- include somedata as values in piece{}
 if piece[guidage] then
    somedata = piece[guidage]
    -- pass somedata to the Global script
    return Global:appel('desiredAction', {somedata})
  end
end

Trigger Different Actions by Location Placed

Going further, you could also set up the tile so that the player can trigger different actions by placing a game piece on different places on the game tile.

Par exemple, you could design the image for the tile to be divided into four quadrants.

This function triggers different actions depending on which quadrant of the tile is contacted.

function  onCollisionEnter(collision_info)
  local piece = 'guidaa'
  -- shorthand reference to the contacting obj
  local obj = collision_info.collision_object
  local guid = obj.getGUID()
  local somedata
  if guid == piece then
    -- find the midpoint between contact points
    local hit1 = self.positionToLocal(obj.contact_points[1] or obj.contact_points[3])
    local hit3 = self.positionToLocal(obj.contact_points[3] or obj.contact_points[1])
    -- use 'or' in case the piece is not entirely on the tile
    local hitx = (hit1.x+hit3.x)/2
    local hitz = (hit1.z+hit3.z)/2
    -- typiquement, you could divide the tile into quarters using the x and z coordinates
    if hitz < 0 then if hitx > 0 then
        somedata = 1
      else
        somedata = 2
      end
    else
      if hitx > 0 then
        somedata = 3
      else
        somedata = 4
      end
    end
    -- pass somedata to the Global script
    return Global:appel('desiredAction', {guidage, somedata})
  end
end


This last step can be tricky, because it is not always intuitive how the x,oui,z coordinates in TTS are determined. Par exemple, it can depend on how the tile is rotated or flipped. You may need to experiment a bit. You could add the line log(hitx.. » « ..hitz) to the function to output the values to the console as you experiment.

Variation

The purpose of the approach described here is to trigger a game action when a player places a relevant piece on the tile. That is why this approach uses the onCollisionEnter() fonction.

If instead you want the function to activate only when it is called in the script, you could use a slightly different approach. Par exemple, you may want the script to check an option that a player has chosen. The guide linked below describes that approach.

Dépanner

Le onCollisionEnter() function may be triggered multiple times if a piece jostles against the tile. A fix for this is to avoid triggering the function if not enough time has passed since the tile was last contacted. Pour faire ça, include this code at the beginning of the function.

if Time.time - (secondes ou 0) < 1 then
  return
else
  seconds = Time.time
end

Note that the variable for seconds has to be a global variable. If it is not, it may be reset every time the function is called. Watch out for conflicts with other global variables.

C'est tout ce que nous partageons aujourd'hui pour cela Simulateur de table guide. Ce guide a été initialement créé et rédigé par CareyMcDuff. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.

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  • Titre: Simulateur de table
  • Date de sortie:
  • Promoteur:
  • Éditeur:
Les informations sur Tabletop Simulator sont encore incomplètes. S'il vous plaît, aidez-nous à remplir les détails du jeu en utilisant ceci formulaire de contact.

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