Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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更新于:10 月 7 日 上午 6:39
作者:STUVash

-The weird fix was not perfect so I kept testing.
It is fairly possible the problem occurs because the object is placed before being properly loaded. Taking out the object smoothly fixes the issue in my tests. I'm not sure if it's because it's bugged or because the object needed more time but I'll take it. So we removed the previous weird fix, and the new simpler fix is to force objects to be taken out smoothly rather than instantly.

-All figures taken out of bags will now have a destination far enough from their respective bag. It's not a problem most of the time but maybe with a little bit of lag we could lose an object like that (?)

Alright let's hope so far I didn't break anything...
Now I kept thinking about it. I think I know what Rebar's problem was with the UI. It is not broken. It functions just fine. There's no real problem with it. However... It is true that 3D figure dimension and scale parameters are different from the universal one I was using for all 2D ones, which seems to offset the button and make them appear bigger than what we usually had with the 2D Figures.

As obscurely reported by Rebar:
-Changed the hovering UI setup so that it takes into account different scales and the new reset position.
The new setup seems to be a better fit.

As reported by plfires:
-Changed Mission Task Eradication picture.

更新于:10 月 6 日 上午 12:53
作者:STUVash

-Added a double check when using the fix for the weird issue with zero logic I talked about earlier.

It works on an individual basis and when there are lot of figures left in the bags, but since we draw one for the fix there's a very slight moment where no figure is in the bag, which make other stuff stop working... I'll have to fix that aswell later. An annoying issue.

更新于:10 月 5 日 下午 11:53
作者:STUVash

-Fixed encounter not triggering. Because of table insert function input elements order being wrong in the first statement of the lua 5.4 documentation (but correct in the example further down the page related to the function -_-')

更新于:10 月 5 日 下午 1:57
作者:STUVash

-insider card GMNotes will be reset if the friendly insider died from the script automatically reducing its health (example from xyrian attack)

-Fixed some insider story bringing in more enemies without attacking players.

-Fixed a weird occurence, mostly seen since I added the 3D figures I think, where the first enemy figure in a sequence would be placed at the same time as another one even though I specifically have a wait function in there. So the fix, since it makes no sense, is to have the first placed enemy to be a dummy. Haha ! That issue was obvious with the Primeblood Event No Way Out, I'm trying to have similar situations also have that weird fix just in case.

I'm still on the look out for some bugs that seem to occur more in multiplayer. Especially that drone encounter in corridor not adding an adult, maybe it is linked to the weird fix since it has no explanation aswell.

-Added 180° Rotation to larvae placed in Corridors because of Primeblood Event Hatching, unless these Corridors were placed manually this should make the larvae face the player room. >:D

-Moved the button default position for hit count on Primeblood 3D Figures. It is an awkward change but it should be fine because we now play with locked figures for collision. The Raycast do worry me though since button counts as an extension of an object, most of the time it's fine because I replaced alot of these uses already but there are some remaining... Hmmmm... Maybe this part will change again in the future.

更新于:10 月 4 日 下午 1:48
作者:STUVash

-Lured intruders from autoNoise will rotate when getting in a player's Room.

-Fixed Primeblood Event Queen Awakens adding all Queen tokens even when she's dead.

-Changed Support Item Gatling Gun picture.

-Changed Recon Assault Rifle picture.

-Changed Recon Assault Rifle effect script to only trigger once.

更新于:10 月 4 日 上午 3:47
作者:STUVash

As requested by YIT-Meta:

-Added a 'DISABLE SCRIPT' button. Hopefully I didn't break anything while making that... Time will tell.

更新于:10 月 2 日 上午 8:59
作者:STUVash

-Fixed Primeblood queen Fig using the wrong GUID (since we changed it to the 3D one)

-autoNoise now also unlocks Characters.

-Changed some events to wait for intruders in a more optimal way that I do use on some other events, but I'm not always thinking optimally when rushing these things.

-Checked all 40 Corridor tiles again. Removed 'doorSlot' tag on all snap points from Corridor tiles that do not have a door slots picture on them. Some leftovers from the last Corridor change I imagine.

-Fixed rotation on Y axis calling functions.

-Xyrian Tracers will, again, not be locked upon being placed.

-Xyrian tracers will be 50% smaller, to avoid collision with Doors without needing to lock them.

更新于:10 月 2 日 上午 2:28
作者:STUVash

-Changed ArticWorks Character figures to the more recent ones posted.

-Resized all 3D figures, smaller to better match the tile sizes.

-Added a double check using findSpaceOnTile function, it will check for collision but also the distance from the expected spot, we call it a Hit if the distance is low enough. We didn't have to do that before because all standees were sharing a similar base size, even the Queen, only the card size was changed. It is more work, there's most likely a cheaper way to do it. But this is how it will roll for now.

更新于:10 月 1 日 下午 3:16
作者:STUVash

-Added ArticWorks Primeblood figures.

-Enemy figure that are 3D models will now turn upon being placed to face a player neighbouring a corridor. Face players upon being placed in a Room. And turn upon moving.

-Weapon buttons on enemy will now rotate to match this recent difference. It works ! :o

-Flipping a character figure will now lock itself. This is to avoid flipped character falling over because of an object underneath or because the object's hitbox isn't reliable for this new angle. It will be unlocked after autoExploration, other wise you'll have to do it manually.

-And lastly. Because these 3D figures are so big. All enemies will now be locked like the Sangrevores King.

更新于:9 月 30 日 上午 3:55
作者:STUVash

-Added one more character placement in the standeePosTable. I apparently removed one by accident at some point...?

As offered by ArticWorks:
-Added ArticWorks figures.