Tabletop Simulator

Tabletop Simulator

On-Screen Countdown Timer
16 Comments
gramis 5 Jul, 2022 @ 10:11am 
Maybe duplicate will be very nice, i need it for a chess timer, and if i can duplicate it it will be very helpfully for players. Also if you can just create in workshop a version with 2 or more timers duplicated it will be perfect for my purpose. I dunno how duplicate it :(
Kii♡chan  [author] 5 Jul, 2022 @ 7:12am 
gramis, from a technical perspective, yes it is possible , however it would require some major code tweaking to get it to work. Personally, I don't really think having multiple timers would be worth the amount of effort it would take to rewire everything to support it. That said, the code base is old, so it might be beneficial to take the time and re-build this mod from scratch. Could you tell me (1) what you need more than one for, and (2) why easily-duplicated timer objects (such as MrStump's timer ) wouldn't do the job?
gramis 5 Jul, 2022 @ 2:15am 
Is possible to have 2 or more of these timers on screen?
Kaiser the Only! 17 Feb, 2019 @ 11:22pm 
I would like to reset and start the time automaticaly when roll the dice with R button. How can I do it? Can u help me?
Jiggy007 16 Aug, 2018 @ 4:33pm 
i forgot to read the notebok yet sorry. but thanks for explaining it here anyways!
Kii♡chan  [author] 16 Aug, 2018 @ 4:05pm 
@Jiggy007 It's explained in the documentation I put in script itself, but it's how much time to multiply the changeTimeBy for the large changes. By default the +/- buttons will skip 10 seconds (changeTimeBy = 10) and the ++/-- buttons will skip 60 seconds (bigSkipMultiplier = 6) (6*10=60). So, if you change changeTimeBy to 1 but you don't change bigSkipMultiplier, the +/- buttons will change the timer by 1 second, and the ++/-- buttons will change it by 6 seconds. This may or may not be ideal for your game, so adjust the values accordingly to get useful increments for you.
Jiggy007 16 Aug, 2018 @ 3:58pm 
i see thanks! ( btw, what is "bigskipmultiplier" ? )
Kii♡chan  [author] 16 Aug, 2018 @ 3:53pm 
@Jiggy007 You can adjust the amount of time per step in the script at the top. Change the line that reads "changeTimeBy = 10," to "changeTimeBy = 1,", then press "Save & Play" and save your game after it reloads. As a side note, you might also want to change the "bigSkipMultiplier = 6," to something else like 10 or 60 if you do this.
Jiggy007 16 Aug, 2018 @ 3:42pm 
this is a really nice addon. but ive got a question. is it also possible to add "1 second steps" ? there are games they need +/- 1-9 seconds instead of 10 second steps.
Unreal Ed 8 Aug, 2018 @ 2:32pm 
Yea, the re-placing when a mod is loaded is fine. Besides, if people want to use this in their mods, they can just re-code where the default placement should be in a way that makes sense in their mod
Kii♡chan  [author] 8 Aug, 2018 @ 6:49am 
@Unreal Ed I feel like there are too many cases for how someone could want this integrated with turns to be able to cover even a majority of those cases with just basic settings. It also creates a very substantial layer of complexity both in the scripting itself and also in the ease-of-use of the clock. Plus I've found that some of the onTurn builtin functions have bugs (like onTurnStart triggering twice every turn), so I try to stay away from it.

In any case, the mod has been updated with optional dragging and optional "time out" broadcasts. You'll find the settings in the script. Note that there is no way in the API to poll for an element's location after dragging, so it will always be revert to the default spot whenever the save is loaded. I really don't like leaving it like that, but there's literally no way for me to fix it.
Unreal Ed 8 Aug, 2018 @ 4:02am 
No rush. Hookup into the Turns system would also be nice as an option
Kii♡chan  [author] 7 Aug, 2018 @ 7:27pm 
@Unreal Ed The sound definitely won't happen- AssetBundles aren't something I'm knowledgable in. I will add the broadcast message as a option in the script file. My vision for the mod is that it is as simplistic and out-of-the-way as possible, and I feel that having the message broadcast all the time would get a little intrusive in some cases. This mentality is also why I never hooked the clock into the built-in Turns system.

Sorry for no update today- life gets in the way sometimes. I'll likely have time tomorrow to knock it out.
Unreal Ed 7 Aug, 2018 @ 4:59am 
If possible, could you also make it so that the timer broadcasts a message to all and makes a sound when it's done? Sound might need an AssetBundle, unless you can find some other mod with a sound that you can trigger
Kii♡chan  [author] 6 Aug, 2018 @ 7:16pm 
@Unreal Ed Probably. Check for an update within the next day.
Unreal Ed 6 Aug, 2018 @ 7:36am 
Could you make it draggable?