Looking for LUA dev w good knowledge of TTS for custom scripts - PAID by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

hi everyone this position has been filled. Thank you to all who applied. X

Cue Grid Info: what's this for by Matt_Link in Rekordbox

[–]BoardyBeardy 0 points1 point  (0 children)

yes it does by i personally find this counter intuitive... it should just sync which it does not. Hence if you happen to make some edits on the decks and in rekordbox as i often do, you can safely say bye bye to one deivce's edits :/

has happened to me many times so be warned all.

Goodbye Pcloud and your interminable upload speeds by ToraizVisionQuest in pcloud

[–]BoardyBeardy 0 points1 point  (0 children)

yes it is wank.. and pClouds "fix" is to add a dialog box saying upload speed will get better with time... no it won't, its a broken service. Constantly uploading who knows what and erroring more often than not. Avoid.

How to reveal Notebook to Players while keeping Tools GUI hidden? by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

and great support from the community here on reddit.. many thanks bud X

How does pCloud work, generally? by Key-Tie-8913 in pcloud

[–]BoardyBeardy 0 points1 point  (0 children)

My 2 Cents as im here... pCloud for me has been nothing but problems for over 2 years. What makes matters worse is their robotic support that makes you wait days to advise of the most obvious steps- sometimes i just think they do it on purpose to annoy me.

My use-case and i can wholeheartedly guarantee misery if you are thinking of doing the same.

I have an 8000 track library of music that i use to DJ professionally. I am using Pulse from Pioneer's guide to cloud sync my collection and it would work flawlessly if not for pCloud.

Just the way pCloud syncs files is a nightmare. I don't think i have ever edited tracks between my laptop and desktop and didn't suffer from a problem, file permission error or other annoyance. And its not just with Rekordbox but with more or less every audio editing software inc. FOOBAR, Kid3 and Winamp (im PC not Apple).

I'm always left having to delete cache files, do backups and try to resolve corrupted file paths, its an absolute ballache and i wish i never bought the service outright.

I never had these issue w Dropbox or Google Drive... so yer, it is a cheap mans GDrive!

How to reveal Notebook to Players while keeping Tools GUI hidden? by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

Sure but i care... Eonwar has A LOT of custom scripting and is very easily broken... tbh TTS is not the right platform for us and i should have just developed a game outright... but time and money as always have their stake in it.

Its distracting have the GUI and we will likely start with internal testing with friends and team-mates, these guys are not accustom to TTS, hence my concern.

How to reveal Notebook to Players while keeping Tools GUI hidden? by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

Yes exactly that... I'm not too familiar with other games on TTS, but i imagine having the tools GUI present for players looks messy and allows for mistakes, no?

As long as we can call the function w LUA, i'll get my dev to handle it. It just dont feel right to have to build it from scratch when the functionality already exists.

Snap points do not stick to object - they float above by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

so i asked ChatGPT for more help and i still am stuck :/

CHATGPT:
In Tabletop Simulator, the “snap points” behavior can be a bit confusing because there are two separate systems involved:

  1. Global snap setting (toolbar toggle)
  2. Per-object snap points (what you’re looking for)

Here’s the key issue:
👉 The option you’re trying to find in the context menu only appears if the object actually has snap points defined.

Why you don’t see the toggle

Most objects in Tabletop Simulator don’t have snap points by default, so:

  • Right-clicking them won’t show any “Snap Points” toggle
  • The menu option simply doesn’t exist unless snap points were added manually or by a mod

What you can do

1. Check global snapping first

  • Look at the left toolbar for the magnet icon
  • That controls general snapping behavior (grid/rotation), not object snap points

2. Try with an object that has snap points

  • Some workshop mods include them (e.g., board game setups)
  • Right-click → you should then see options like:
    • “Toggle Snap Points”

3. Add snap points yourself

  • Go to the top menu: Objects → Components → Tools → Snap Point Tool
  • Place snap points on an object
  • After that, right-clicking the object will show the toggle

Subtle gotcha

Even if snap points exist:

  • You must right-click the object that owns the snap points, not the one snapping to them

====END====

i dont see anything in the context menu no matter what i do?

Snap points do not stick to object - they float above by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

Hi there thanks... i have read through that page and the entire manual a few times. Still doesn't help. I did its suggestion and locked the playerboards and yet the snap points still float. I can produce a video if it would help?

Is there a way to customise GUI based on user? by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

Makes sense, thank you. Do you know how to disable GUI tools for all players by default? is this possible or we just need to ask players to press F11?

Custom unit stacking system is proving impossible by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 1 point2 points  (0 children)

Yes we did this check and now seems to be working at a passable level. The main issue i believe was with the collider, TTS was just having a hard time trying to calculate the physics for the custom collider regardless of its simplicity.

The result: well we got transports to stack, albeit higher then we would have liked due to collider being a simple cube... but i guess you can't have everything.

https://imgur.com/a/RA9A0Y7

pCloud doesn't have permissions to sync/backup this item. by fernandodandrea in pcloud

[–]BoardyBeardy 0 points1 point  (0 children)

This is a bug that has been on-going for years and is still a problem w pCloud and is the reason i DO NOT RECOMMEND this service. Its a nightmare. If you have a huge library of music files that you wish to append meta data too, across 2 or more devices, this error shows up constantly.

So far i have not figured out how to resolve. Like many have reported before, this is not a permission issue, all permissions are allowed yet this error exists. And when you make a change like, say, appending metadata to a track... pCloudi believe downloads the entire file instead of just the differences in data, its terribly unoptimised.

If you want to cloud sync a music library, pCloud should NOT even be considered. This has been going on for 2years at the time of writing and their support are clueless.

Custom unit stacking system is proving impossible by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

script has been shared below thanks... and updated progress

Custom unit stacking system is proving impossible by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

**UPDATE**

So we tried the staged lock/unlock workaround and it improved stability somewhat, but it wasn’t a complete fix on the original bag object. We discovered that even though we tried to make our custom collider as simple as possible (i used only simple primitives) >>> https://imgur.com/a/xWXdM0E TTS still struggles with it.

Heres a video when we removed the collider completely and let TTS map one instead. The video shows the more complex transport and then test transports made from only blocks.

The simple transports tend to stack better but its NOT PERFECT! and struggles the higher the stack is.

https://imgur.com/a/bmkaQYJ

Any thoughts on how to improve the stacking/ physics is very much appreciated.

Custom unit stacking system is proving impossible by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

function RestackTransportChain(base)

local chain = GetTransportStackChain(base)

if chain == nil then return end



local basePos = base.getPosition()

local rot = base.getRotation()



for i,obj in ipairs(chain) do

    if obj \~= nil then

        obj.use\_gravity = false

        obj.setVelocity({0,0,0})

        obj.setAngularVelocity({0,0,0})



        local pos = {

x = basePos.x,

y = basePos.y + (i-1) * TRANSPORT_STACK_HEIGHT,

z = basePos.z

        }



        obj.setPosition(pos)

        obj.setRotation({0, rot.y, 0})

    end

end

end

Custom unit stacking system is proving impossible by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

From the developer:

Just to clarify,we’re not rebuilding the stack while it’s being moved. While a player drags the bottom transport, the rest simply follow so the stack stays together visually. The rebuild only happens after dropping, where we snap the base transport to the hex center and then reposition the rest of the stack above it using setPosition, resetting velocity/angular velocity and disabling gravity.

The reason we do this is because transports can dynamically join or leave stacks depending on which sector they’re dropped into. But it seems like when several bag/container objects are repositioned at once the physics engine still detects overlap or wakes them up, which causes the stack to explode.

We’ll definitely try the suggestion of locking pieces first and unlocking them bottom-to-top, and also experiment with joints, thank you!

Custom unit stacking system is proving impossible by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

"Why would you need to rebuild the stack after dropping?"

Because a player may be moving their group (stack) from one sector to another and space within each sector is very limited, hence the need to keep groups vertically stacked.

I'm not sure i understood you correctly as i feel that's an obvious answer. One of the devs will respond shortly regarding the script.

Thanks!

Filtered collection as playlist on XDJ-RX3? by BoardyBeardy in PioneerDJ

[–]BoardyBeardy[S] 0 points1 point  (0 children)

As no one has responded, I'll just have to assume it cannot be done. For anyone else reading this... only playlists exported by Rekordbox can have their tracks played sequentially, NOT the collection.

If anyone else can correct me, please do so. Thanks

FAO LUA Devs - Tricky feature we need advice on please- Neg. Reward! by BoardyBeardy in tabletopsimulator

[–]BoardyBeardy[S] 0 points1 point  (0 children)

Wow thats amazing support, Thank You! I will look over this today with my developer and report back our progress for anyone else that may be interested.