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The only advice I can give you at the moment, is to try to debug the issue by using the print (or broadcast) command at different stages of the code to see why the values don't work like you'd want them to.
["Die_10"] = {
ValueSpecs = {
{Values = {10} ,Name = "Failures" ,DiceCount = 0 ,Color = "Red" ,RolledValues = {} },
{Values = {4,5,6,7,8,9} ,Name = "Others" ,DiceCount = 0 ,Color = "White" ,RolledValues = {} },
{Values = {1,2,3} ,Name = "Successes" ,DiceCount = 0 ,Color = "Green" ,RolledValues = {} },
No matter what I change the values to, 1 is always a failure (red) and 10 is always a success (green). Something must be overriding my changes. I am saving the script and re-launching the game but it appears that my changes are ignored. Also, it would be great if I could just eliminate the Failure line and just have Successes or Others.
Re-uploaded the mod to make sure it works. No idea why it didn't work for you...
Hope this helped...
Just added it to my Swedish roleplaying game "Hjältarnas Tid" But it would be really cool if you added D10 and D10+ to make a D100 roll. As this is used in the game.
Still works now, even if you get an error at first roll :P
He just did a new build that addresses some of the problems I had with it and I feel like it's ready for me to start having others test (he requested I find some people for it).
Add me if you change your mind.
I tried both those assetbundles and it didn't fix the button issue or the trigger error (though I don't think replacing the assetbundle COULD fix a scripting error, but I don't really know if triggers can be attached to assetbundles).
I suppose if I make a backup archive for the mod I'm working with I will just have to provide a fixed save file instead of the workshop file.
https://www.dropbox.com/s/j3s0hg28fdzrwg9/v45_war.unity3d?dl=1
https://www.dropbox.com/s/wlfjejogqm9o6uk/v_45_war_1.unity3d?dl=1
If an older version (v2.6) is enough, then maybe. If I can find the time. If you already have some suitable bitmap images that you'd like me to use, or have a clear vision of it, let me know.
You can also mod one yourself. Make a copy of the "Vanilla" or "Template" DT and edit the bitmap it has. Remember to upload the new "skin" to the cloud and set it as the new bitmap of your DT.
But if you wish for a new 5.X version (with animations etc), then the answer is no. Would love to, but no. Sorry. Those buggers are way too much work to do requests on.
- Added alternate Cadpat AR.
- Added a couple of user requests: Camo2 (without camonet), Cadpad, Cadpad AR and Template.
- Added a second accessories box for user request DiceTrays.
- Added new Template bitmap for TMDT 2.6's (for "Vanilla" tray.).
- Added new example button demonstrating how to use inputs with remotes.
New features:
- Player name and color is now used by "rolling" broadcast.
- New options for showing total value, including "Just Total".
- TMDT now straightens itself automatically when picked up.
- Collision detection is now trimmed to recognize TTS bug of taking a deck or container out of container triggering collision-detections for everything.
NOTE! Old Remotes will NOT work with TMDT v5.2. Use new ones.
However, if you have done extensive modifications to old remotes, and want to keep using it.
Read update notes Note or contact me. The fix is quite easy.