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If there ever is an update, Make it so that the use_snap_points object variable is saved for each counter. At present, it sets it to "true"when the stack explodes and to "false" on repack. That wipes the use_snap_points property from anything that is repacked.
Cheers
what is the mod you are trying to use it in?
I have a problem though ... If I play solo everything works fine ... If I play a mod hotseat with 2 persons, the script doesnt work good. It gives this error in the script: "Object reference not set to an instace of an object"
When I play solo I never receive this error and everything works great
If just comment/remove that bit if you don't want it to disable snapping
I noticed that if I have counters set to 'snap' in their context menu because I am using a grid or snap points, when I use stack exploder on those counters the setting to 'snap' is removed. This makes using your mod difficult in combination with snap points or grids. I wonder if I am doing something wrong or if there is a fix I can apply to get round this? Thanks
Alternatively try staggering the unlocks more so that the bottom one is down before the next one is unlocked?
As an example, the Lock N Load mods should change the value from -90 to -180 (position = "0 -180 0"). A person will have to use some trial and error for the position value to determine the best setting for their mod.
Then you'd edit the `module_util` script to change the `isCounter` function if it does not detect your counters by default.
Now, sorry for my ignorance...but how do I make this work on my own game module and the counters in it?
Thanks for a great community mod - 10 out of 10.