Tabletop Simulator

Tabletop Simulator

Counting Mats
47 Comments
The Phoenix 1 Jan, 2021 @ 11:32am 
Seems like a super tool... unfortunately doesn't seem to work right now...
Unreal Ed  [author] 1 Sep, 2020 @ 10:31am 
It was always pretty dodgy. No promises on when I'll see how to make it work better
PyRoMaNiAc2342 27 Aug, 2020 @ 12:46pm 
This doesn't seem to work for me
toughNOOB 25 Jan, 2020 @ 1:49am 
Thank you for making this tool!

I know this is a necro thread, but this might help somebody.

It still works if you hover something above the mat, but it wont work if you drop directly on the same level of the mat.

I will try to use it below my intended field of operation placing the text slightly above.

Sorry, my french is almost as bad as my english ;)
Unreal Ed  [author] 29 Jun, 2018 @ 3:31pm 
It's sadly always been spotty... I'll try to figure it out sometime when i can
Zero-Integral 29 Jun, 2018 @ 11:37am 
Seems a tad broken since the last TTS update. :-(
Unreal Ed  [author] 16 Oct, 2017 @ 2:07pm 
Merci pr les tailles, mais ouai comme je dis ya des bugs bizarres.... Je suis pas convaincu que ca soit pas des problemes avec TTS
Gormarius 16 Oct, 2017 @ 1:02pm 
-- Change the size of the box it's trying to find objects in
castBoxScale = {}
castBoxScale.x = 3
castBoxScale.y = 6
castBoxScale.z = 3

Par contre j'ai remarqué qu'au bout d'un moment le script se fige. J'ai une table plutôt riche en items, mais ça reste raisonnable. J'a 4 compteurs qui fonctionnent au chargement, puis se figent au bout d'un certain temps.
Unreal Ed  [author] 13 Oct, 2017 @ 11:19pm 
Augmenter a combien? Je le mettrai a ca
Gormarius 11 Oct, 2017 @ 3:08pm 
j'ai augmenté la portée de détection verticale (Y de mémoire) et ça fonctionne mieux. En revanche, il bug semble t-il en figeant la valeur et demande un rafraichissement du plateau pour refonctionner. Une fois fait, je n'ai pas noté d'anomalie.
Unreal Ed  [author] 11 Oct, 2017 @ 2:53pm 
Le probleme c'est que j'arrive jamais a bien le cerner le bug. J'arrive que rarement a le recreer donc je comprend pas ce qui creer le bug
Gormarius 11 Oct, 2017 @ 9:29am 
Salut Unreal Ed. Je viens juste de m'apercevoir que tu étais FR. Mon premier commentaire est un peu simpliste mais tu as déjà prévenu que tu allais gérer le bug du moment qui met en panne ton outil pourtant très utile. Quand penses-tu pouvoir corriger le problème ? Au final, sans ce bug, vraiment sympa ton travail.
Gormarius 10 Oct, 2017 @ 5:46am 
It doesn't work.
ChizBallz 4 Sep, 2017 @ 10:14am 
Is there a reason why the image flickers so much? Is there a fix for that? You can really see it when you rotate or move the table and sometime parts of the image will be missing.
Unreal Ed  [author] 1 Sep, 2017 @ 2:25pm 
Yea sorry, I gotta get back to this at some point soon. I wasn't quite sure what the problem was last i checked it though...
ChizBallz 31 Aug, 2017 @ 4:16pm 
This script is broken in the latest TTS updates. Can you update this please.
ChizBallz 11 Jul, 2017 @ 12:59pm 
I think there's some weird physics issue in TTS that should hopefully be addresses in the next update that should be out soon.
Unreal Ed  [author] 11 Jul, 2017 @ 10:11am 
Done for the button version. There's variables at the top of the script to change its position/rotation

Still unsure what sometimes causes the automatic ones to stop working though
boris 11 Jul, 2017 @ 6:10am 
I don't know anything about scripting, but would it be possible to put a button on the mat to make it update the total on demand? Until the game bug is fixed (allowing the mat to work properly) a manual update would be better than nothing.
ChizBallz 10 Jul, 2017 @ 6:24am 
seems like an issue with tts itself then, whatever it may be i hpoe it can be resoloved. it also happens to me with Mr. Stump's counting bowl as well... it's inconsistent, and I believe the problem has to do with tts.
Unreal Ed  [author] 10 Jul, 2017 @ 5:56am 
So I think there's just something wrong with the zones being cast to detect things in TTS right now. In my Pandante mod, I use them to deal the deck and place cards, but right now (as in since 9.4.1) they are being inconsistent. While doing the exact same actions, it'll only work sometimes but not always, whereas before it worked flawlessly (and i'd know coz i spent a lot of time making the card handling in that mod and it was never a problem before)
Unreal Ed  [author] 10 Jul, 2017 @ 4:39am 
Yea, I haven't figured it out yet....It IS weird. Especially coz it tends to work fine on my end (the vast majority of the time, but not every time)
ChizBallz 9 Jul, 2017 @ 6:31pm 
Not sure why I'm having such a difficult time with these counters... it's not consistent, sometimes it works, other times the value is totally off, or I'll add more chips and stack em, and the value stays the same, and then i remove all the chips off the mat and the value still remains? I'm not sure what's wrong.
BosunBrambleby 8 Jul, 2017 @ 6:28pm 
So the bug is not occuring with the Pandante mod, but it does occur with the Counting Mats mod.

Didn't really edit the video, so please check the timestamps for the relevant parts.

https://www.youtube.com/watch?v=tVbuXxjzpPY

0:14, Counting Mats working properly.
0:30, creating a stack crashes (?) the script
1:35, bug is re-created
2:00, bug does not happen in Pandante, though something else strange happens.
Unreal Ed  [author] 7 Jul, 2017 @ 9:09pm 
I would like that video, yes. Idk why I'm not seeing these errors... Are you creating a lot mats? Have you checked out my Pandante mod, and if so, were the pads working for you there?
BosunBrambleby 7 Jul, 2017 @ 7:24pm 
The only problem I am having with the mod is that the script seems to crash for all counters if chips are joined in any counter-- e.g, if I have 3 chips, it will say 3; if I join them, it will no longer update as chips are added or removed to any counting pad on the table. No errors show up when this happens, it just stops counting. I can make a video of this if you would like.
Unreal Ed  [author] 6 Jul, 2017 @ 2:46pm 
You still see that error in my Pandante mod? I don't see any errors on my end, which isnt great for finding the problem... can you give me the specs of your PC? I have a pretty beefy PC so I wonder if it might be somehow due to a low-specced PC? It'd be very useful to know
boris 30 Jun, 2017 @ 11:59am 
yep, I saved then reloaded and the timer error went away. thanks
Unreal Ed  [author] 30 Jun, 2017 @ 7:34am 
Have you tried saving since deleting the mat and reloading the save? I think that's because it's trying to call a timer that doesn't exist anymore. It used to do that and so I'd added it to destroy that timer when the object is destroyed, which had fixed it for me in testing.

Sorry it's messing up your mod-making. I'll try to figure out what's going on. Do tell me if that fix worked
boris 29 Jun, 2017 @ 5:14pm 
I deleted the counting mat from my Empire Builder mod, and now I get an error popping up every second: "Error calling Lua function, on Timer, in Timer:"

I can't figure out where the code is / what it's attached to...
boris 25 Jun, 2017 @ 4:58pm 
Right - it works at first, but as soon as I manipulate any other objects elsewhere on the board, the mat doesn't work anymore.
Unreal Ed  [author] 25 Jun, 2017 @ 2:02pm 
wth, i used to get that color bug ... Maybe it was something with 9.4 hotfix 1...I'll check it out and the actual "stop working" part.

It works at first but then it doesn't just automatically?
boris 25 Jun, 2017 @ 6:44am 
Actually, I see the same error "Error converting Table to Color" in your Pandante mod.
boris 25 Jun, 2017 @ 6:30am 
This is great! I'm trying to use it in my Empire Builder game mod, but it's not quite working. Maybe I'm doing something wrong... Do I need to do anything other than save the Counting Mat object, then add it to my game? I did that, and changed the script to count my poker chips, but it stops working after a few minutes.

Also, I get a couple of errors:
"Error converting Table to Color. (r,g,b or 1,2,3)" and
"Timer already contains identifier: fead18_timer"

I didn't get those errors before adding the Counting Mat, so I'm sure they're related somehow.
BaconCatBug™ 25 Jun, 2017 @ 5:51am 
^_^ that would be amazing
Unreal Ed  [author] 24 Jun, 2017 @ 4:17pm 
It should be feasible yea. So I'll try to make it so that it counts dice of specific values, dice of a value and above, and dice of a value and below. That should be enough i think..
BaconCatBug™ 23 Jun, 2017 @ 7:44pm 
No, i meant counting all dice that, say, were 3 and above.
Unreal Ed  [author] 23 Jun, 2017 @ 5:25pm 
You'd want it to total all the values of the dice, add them up, and display it? Coz if so you can get a sum of dice just by selecting all those dice and hovering over them
BaconCatBug™ 23 Jun, 2017 @ 4:19pm 
Is there any way of making it count dice of a certain value?
Axis 18 Jun, 2017 @ 3:32pm 
Wow, I didn't expect it to be so cleaned up so quickly. It looks great. Awesome job!
Unreal Ed  [author] 18 Jun, 2017 @ 2:14pm 
I improved it a number of ways. Added easy-to-customize variables (including a way to change the mat from counting with a variable to using the name or description), made the text flip when the mat is flipped, added explanations to the mod's notes, and example chips that use the name values
Axis 17 Jun, 2017 @ 9:27pm 
I changed the values to 1 for x and 1 for y.

I agree, but I got used to the way MrStump had it. Easier for people that don't always know the syntax. :steamhappy:
Unreal Ed  [author] 17 Jun, 2017 @ 7:39pm 
To be honest, i changed values to fit my pandante mod and forgot to change them back. What values did you use for the scaling?

I could add a version that reads the name, so people can choose which one they want. There is value in not having the name of your object be chosen to work with the counting mat though, so i think both option are good
Axis 17 Jun, 2017 @ 5:27pm 
Also, I changed the scaling so that it fit the whole object, I'm not sure if that was done purposely or not.
Axis 17 Jun, 2017 @ 5:11pm 
I like the design. I personally changed it from entry.hit_object.getVar("value") to entry.hit_object.getName() like MrStump had it originally. Thanks for taking the time to make the adjustments though. I appreciate it.
Unreal Ed  [author] 17 Jun, 2017 @ 3:10pm 
Again, check my mod if you want a concrete example. That said, would love to see what your mod looks like if it works
Weiner Warlock 17 Jun, 2017 @ 9:39am 
I'm gonna grab this real quick and see if I can't work it into a game I'm about to start up. I'll let you know how I implement it and how it works out for me.