Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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更新于:7 月 16 日 下午 8:47

-Forgot to put back a bag in the box, oops.

As requested by BBQuasar:
-Noise Dice now simply follows player velocity, no matter the force used, if set to Manual Roll. (which is the default Physics behaviour)
And rolls vertically if Automatic Roll is set.

更新于:7 月 16 日 下午 1:01

-Added Hibernatorium RoomID to hiddenRoom GMNotes and CorridorID numbers to hiddenCorridors GMNotes.

-Changed 3 Corridor Tiles Numbered 4.

-Added appropriate corridorID to each Corridor Tiles GMNotes.

更新于:7 月 16 日 上午 11:11

-Primeblood Queen token now adds Drones instead of larvaes in Room and Corridor when the Queen is dead.

-Changed Sprinkles Control room picture.

-Found and added all 25 Room IDs to the Room Tiles' GMNotes.

更新于:7 月 16 日 上午 8:13

-Changed Life Support A Room picture, added tag 'computer' to this tile.

更新于:7 月 16 日 上午 7:47

-Dices will return faster to their original position after being thrown.

-Changed Neoflesh tokens, new setup seems to be very close to the final version.

-Changed Corridor pictures, new setup seems to be very close to the final version.

-Changed script regarding deadly mode since corridors have now a bit more variety regarding deadly mode numbers.

-Changed characterDraftDeck into a bag to keep the reference.

-Changed Xyrian Activation Escape Shuttle script to ignore malfunction (final version ignores it)

-Changed Xyrian Envenomed Script effect, now removes one less oxygen than before.

-Changed Xyrian Envenomed picture.

-Changed Biohazard Armor picture, and GMNotes.

-Changed Tactical Armor picture, and GMNotes.

-Changed Tactical Hatchet picture.

-Removed 'Noise' name from NoiseBag.

As reported by flashboy284:
-Draft setup will now only add 2 Contractor cards to the main Draft pile instead of the whole Contractor Draft deck, if contractors are enabled and draft is enabled.

更新于:7 月 15 日 下午 12:30

-Fixed lastDiceValue not being reset when using the Noise dice.

更新于:7 月 15 日 下午 12:23

-Grenade will also be marked as weapon, and will show on enemies as weapon buttons but still as an exception for firespitter skill.

-For grenade button colors to work nicely, the enemy buttons need to be referred not with their name but with the object GUID, a unique identifier even for objects that are duplicates with the exact same name. So we're changing that too, a bit of a headscratcher but it's fine. It is worth it after all.
So the GUID is on the object itself, but for the button to be able to refer to that one back and forth this GUID needs to be stored into the button itself. There's a problem though, buttons do not store tags... I could use the tooltip as long as I hide it.

-Disabled tooltips on all enemies that would use weapon buttons.

-Apparently this is not enough to hide the tooltip buttons, I was hoping the button would inherit its owner tooltip toggle but no... Alright errrr let's see what we got. There are tooltip options for buttons that are... UI Buttons... So I red about it, I thought this could translate into Lua but apparently it's XML. This is awkward. Technically it is not a big deal for guid to be shown on the button, it's only when clicking it... So I could leave it at that. I don't think the createButton can allow for flexibility here hmmm.... Maybe I could ... jump lines in the tooltip itself so that it looks like it's hidden but it's being offsetted vertically ??? Weird but still better than having it near the cursor. I'll try that.

-It ... does something but it just creates a bigger box of text above the cursor... so it's just worse. I'll settle for the GUID on the cursor, not great but if I'm just using button and duplicate weapons like grenades... I guess it's the best option? I also get to save one raycast per weapon in a player's arsenal.

-Fixed other shenanigans happening with this new setup.

As requested by BBQuasar:

-Added new rotation values to the Noise dice.

-Noise dice roll will now call autoNoise function into the room of the player throwing the Noise dice, autoNoise will base its script on the Noise dice value.

-Manual rolls for Shoot, Burst, Noise dice that are too slow will trigger tabletop simulator roll() function.

更新于:7 月 15 日 上午 7:21

-Gave back collision when repositioning tiles for the attempt to fix desync with some clients.

更新于:7 月 15 日 上午 5:22

-Disabled Snapping for Shoot dice, Burst dice, Noise dice.

更新于:7 月 15 日 上午 5:19

-Changed the autoExplore reposition tiles again, I think this one is better, maybe setPosition and setPositionSmooth didn't work because the position was the exact same ? This time we add the tiles a little bit higher than the position we want and we use the real position 2 seconds later, so now the change is visible even for the players who didn't have a desync.
Time will tell if it did make a difference.