Ga naar de inhoud
Rel-bits

Rel-bits

  • Thuis
  • Nieuws
  • Gidsen
  • Videogidsen
  • Patch-opmerkingen
  • Misbruik melden
  • Toggle zoekformulier
Tabletop Simulator

Tabletop Simulator – Trigger Game Action by Placing a Piece on a Tile

Geplaatst op 04/10/202204/10/2022 Deur CareyMcDuff Geen reacties op Tabletop Simulator – Trigger Game Action by Placing a Piece on a Tile
  • Titel: Tabletop Simulator
  • Releasedatum:
  • Ontwikkelaar:
  • Uitgever:
Information about Tabletop Simulator is still incomplete. Help ons alstublieft de details van het spel hiermee in te vullen contactformulier.

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.

Gebruikelijk, 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() function. 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     {Vector, ...}
  -- 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:telefoongesprek('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,
  -- bijv. the action to trigger
  -- include somedata as values in piece{}
 if piece[begeleiden] then
    somedata = piece[begeleiden]
    -- pass somedata to the Global script
    return Global:telefoongesprek('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.

Bijvoorbeeld, 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
    -- typically, 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:telefoongesprek('desiredAction', {begeleiden, somedata})
  end
end


This last step can be tricky, because it is not always intuitive how the x,j,z coordinates in TTS are determined. Bijvoorbeeld, 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() function.

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

Problemen oplossen

De 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. Om dit te doen, include this code at the beginning of the function.

if Time.time - (seconden of 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.

Dat is alles wat we vandaag hiervoor delen Tabletop Simulator gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door CareyMcDuff. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.

Als u van mening bent dat de inhoud van deze site uw rechten schendt, inclusief uw intellectuele eigendomsrechten, neem dan direct contact met ons op via ons contactformulier.
Gidsen Labels:Tabletop Simulator

Bericht navigatie

Vorig bericht: LEGO Star Wars The Skywalker Saga – Easy Stud Farming Guide
Volgende bericht: Tabletop Simulator – Use Description to Show Objects Beneath an Object

Geef een reactie Reactie annuleren

Je e-mailadres wordt niet gepubliceerd. Vereiste velden zijn gemarkeerd met *

  • Titel: Tabletop Simulator
  • Releasedatum:
  • Ontwikkelaar:
  • Uitgever:
Information about Tabletop Simulator is still incomplete. Help ons alstublieft de details van het spel hiermee in te vullen contactformulier.

Vrijwaring

Alle geciteerde inhoud is afgeleid van hun respectieve bronnen. Als u denkt dat wij uw inhoud zonder toestemming hebben gebruikt, Zorg ervoor dat u ons bereikt en wij zullen het serieus nemen.
  • Over ons
  • Neem contact met ons op
  • Privacybeleid
  • Servicevoorwaarden

Auteursrecht © 2025 Rel-bits.

Aangedreven door PersBoek Nieuws WordPress thema