When you store your assets in the cloud, they reside on Steam's cloud servers, and you access them via the URL you got.
The cloud manager in TTS gives basic access to your cloud assets. That is one...
Type: Posts; User: cche
When you store your assets in the cloud, they reside on Steam's cloud servers, and you access them via the URL you got.
The cloud manager in TTS gives basic access to your cloud assets. That is one...
yes, though you may find it a bit fiddly. The decal tool may prove more useful.
Your decals are assets. You can use the same asset source in all your mods. If you chose to put your decals in the steam cloud, you can get the URL from the cloud manager or the decal tool (if I...
Glad you found an answer!
As far as I know it was always intended that cards in the hand be the same orientation as the alt-zoom view.
function insertInto(container, obj, offset)
if container != nil then -- we have a bag or deck
local contents = container.getData()
-- container.destroy() -- enable once test...
The current state of the object cannot be set. That is, if the object is already in state 2, then obj.setState(2) will cause an error. I cannot tell exactly what is going on here though. I would...
You can check on the official tabletop discord , custom-content-help channel to confirm, but I believe you need to do an edge-split.
Try adding rotation_snap = true to each of the setSnapPoints entries: I am guessing that the rotation is ignored unless rotation_snap is true.
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Also, I would guess that only...
Make a table like this:
Markers = {
{ getObjectFromGUID(marker1_GUID), Vector(3, 1.1, 3) }, -- use fixed coordinates for initial location in storage area. No zone necessary.
{...
Well I just made a new figurine using a tall image, and it came out tall, so either the game is "remembering" the shape of the image in your situation or something else is happening.
I am not aware...
Welcome to the weird world of tabletop simulator!
This search will lead you to several resources for creating custom cards and decks in tabletop simulator. I believe the step that is unclear is that to create a custom card or deck you use the...
I haven't seen the problem myself, but I am hot a heavy button user. I have read that the XML UI also can have desync problems between client and host, but it might still be better for your...
Remember that if two tiles of the same type are together they will become a deck again. the setPosition in getTile() needs to have a variable value or the gotten tile must be moved again before the...
If by "server" player you mean host, that is indeed a problem; If you see that happening, I'd suggest finding a different host. The host can prevent other players from right click actions,...
This normally works. Are you sure that the card is actually a card? You cannot mix tiles with cards. The other issue is that the cards must be approximately the same scale. If you have a tiny...
Only way I can think of is to know whether there are snap points at initial load. If you control the mod, you just make a snap point somewhere, so there will always be at least one. (test this!) ...
As AufDerWelt said, use getQuantity to determine whether you have a stack, the key issue is that in getTile you separate the tiles using takeObject, but then move them to {0,0,0} where they will...
Deck.cut takes a parameter to specify how many cards to cut. Make a table like this:
local cardCountByPlayerCount = {0, 0, 16, 22, 28, 34, 40, 46 } -- waste two spaces so you don't have to do...
You will need to write a script for your dice. This is a good introductory project to begin learning about it if you are not already familiar. Do a web search for tabletop simulator scripting...
You will be able to save your figurines and use them in other mods. You cannot directly edit the image on your figurine but you can change the image (rotate it using any image editor) and then...
Meine Deutsch ist nicht gut genuch. Use English on this forum.
shift + F11 will do a screen shot; you can also use the steam screen shot facility if you have the steam overlay running; I don't remember the key combo for that, but you can find it in the steam...
You must create the states as the last step in creating your combined object. Take each component object and break out its individual states as separate objects; then clone enough of each so that...