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卓上シミュレーター

卓上シミュレーター – タイル上にピースを配置してゲームアクションをトリガー

ポストする 04/10/202204/10/2022 に CareyMcDuff コメントはありません の上 卓上シミュレーター – タイル上にピースを配置してゲームアクションをトリガー
  • タイトル: 卓上シミュレーター
  • 発売日:
  • 開発者:
  • 出版社:
Information about Tabletop Simulator is still incomplete. これを使用してゲームの詳細を記入するのにご協力ください。 お問い合わせフォーム.

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.

いつもの, 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() 関数. 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     {ベクター, ...}
  -- 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:call('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’s name, 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,
  -- 例えば. the action to trigger
  -- include somedata as values in piece{}
 if piece[ガイド] then
    somedata = piece[ガイド]
    -- pass somedata to the Global script
    return Global:call('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.

例えば, 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
    -- 通常, 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:call('desiredAction', {ガイド, somedata})
  end
end


This last step can be tricky, because it is not always intuitive how the x,y,z coordinates in TTS are determined. 例えば, 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() 関数.

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

トラブルシューティング

の 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. これをする, include this code at the beginning of the function.

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

Note that the variable for seconds has to be a global variable. そうでない場合, it may be reset every time the function is called. Watch out for conflicts with other global variables.

これが今日私たちがこの目的で共有するすべてです 卓上シミュレーター ガイド. このガイドは元々、次の者によって作成および執筆されました。 CareyMcDuff. このガイドを更新できなかった場合, これに従って最新のアップデートを見つけることができます リンク.

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  • タイトル: 卓上シミュレーター
  • 発売日:
  • 開発者:
  • 出版社:
Information about Tabletop Simulator is still incomplete. これを使用してゲームの詳細を記入するのにご協力ください。 お問い合わせフォーム.

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