Tabletop Simulator

Tabletop Simulator

Advanced Squad Leader - Scripted
37 Comments
T.O.M. 5 Jan, 2023 @ 12:02am 
This interface saves space and makes it REALLY functional.
Counter removal is easy to use.
Nationality counters are great as well.

Are you still working on this project?
LMK...
Drop by the ASLSKills discord server.
Message me I'll give you the link.

Stew
RocketMan 30 Dec, 2020 @ 4:40pm 
Yes it is fixed. Thanks for making this. TTS needs a way to make the line tool thinner so LOS checks are easier to determine. The line is too thick and it is difficult to determine LOS if the line is near the corner of an object.
MangoFeet  [author] 30 Dec, 2020 @ 3:52pm 
My bad, it should be fixed for real now
RocketMan 29 Dec, 2020 @ 9:11pm 
I'm still getting the same error.
MangoFeet  [author] 29 Dec, 2020 @ 12:24pm 
@franc.trud fixed that typo... finally
MangoFeet  [author] 29 Dec, 2020 @ 12:22pm 
@RocketMan It should be fixed now, let me know if there's still issues
MangoFeet  [author] 28 Dec, 2020 @ 6:32am 
@RocketMan I see it now. it looks like that component is not actually used anywhere in the mod, the error can be ignored and all scenarios should load up fine. I'll see if I can get that popup to go away soon.
MangoFeet  [author] 22 Dec, 2020 @ 9:15pm 
@RocketMan what isn't working for you?
RocketMan 21 Dec, 2020 @ 2:17pm 
Any chance this module will be fixed? If not, can the source files be made available so someone else can fix it?
oi_you_nutter 11 Sep, 2020 @ 11:47am 
I am getting OBJ load errors when opening the module. Looks to be the board.
franc.trud 5 Aug, 2020 @ 4:58pm 
Hi
very nice thank you for this module !
spotted a small error on scenario 1 American starting position. L5 shoud replace L3. American all start in the streets and not in a building. Victory condition on L3 is good.
MangoFeet  [author] 8 Jul, 2020 @ 11:18am 
@gary That's odd, all of the assets should be coming from the steam cloud. Do you have similar issues with any other mods that have a decent amount of stuff on the table at load?
gary-wilson68 7 Jul, 2020 @ 6:32pm 
at the end it comes up with assets cant be found then a box opens that says import (board) from steam cloud you click it then another one opens saying up 14 updates found do you want to update you click yes then it just goes back to the import box again just keeps going in a loop really slow to download to takes ages and you only get 75% percent of the counters and thats it back to the loop
MangoFeet  [author] 7 Jul, 2020 @ 5:10pm 
@gary Could you describe what actually happens? Are there any error messages that pop up on the screen?
gary-wilson68 7 Jul, 2020 @ 5:02pm 
i love squad leader its awesum but theres something wrong with it
gary-wilson68 7 Jul, 2020 @ 4:58pm 
bro theres something wrong with this everytime i tried to load it it has a spaz near the end
MangoFeet  [author] 29 Jun, 2020 @ 10:30am 
@Caprica55 Thanks for the feedback. The global UI stuff is tricky since, as you mentioned, it covers up other UI elements. I'll play around with some other options soon
Caprica55 27 Jun, 2020 @ 1:05pm 
After doing some more playtesting, the buttons on the lower right side may have to be moved since that layer sits on top of anything else that is pulled up. An example, would be when a PDF document pops out to the screen. The current button display on top of the PDF document and block the bottom right section of the document. One idea, utilize two buttons for Explode Broken Units & Clear Counters. When the Clear Counters button is selected, the associated buttons will pop up somewhere on the screen. After the Clear Counters button is selected again, the associated buttons would disappear. Essentially, the Clear Counters button would toggle the associated buttons on/off. Two potential locations for the two buttons: to the left of the Scenarios button (may be the best location), or bottom middle of the screen.
Caprica55 27 Jun, 2020 @ 10:43am 
Thanks for all the fixes. The only bummer is that the models on the ELR and Casualty Reduction card and QRDC at the bottom right display upside down when zoomed (Alt key). This is not a big deal but would be awesome if you could determine how to import the model and show the proper orientation when zoomed. Everything else is fantastic. I need to start getting into the ASL SKs again.
MangoFeet  [author] 24 Jun, 2020 @ 3:48pm 
@Eric963 @Caprica55 the residual fire counters should now clear properly and will also allow for stack explosion (which was also broken for the non-default states)
Caprica55 24 Jun, 2020 @ 2:13pm 
Thanks for the quick response. The mod is really coming together nicely. :steamhappy:
MangoFeet  [author] 24 Jun, 2020 @ 1:07pm 
@Caprica55 Those "bags" are always there (try to do the same thing on mod load)

The bags are just stored under the table when they are not being used and they are close enough to the surface that you can grab them. I was going to fix it, but I find it useful for testing if I just need to grab a few counters without loading a scenario.

Regarding the residual fire issue, I'll see if I can fix that
Caprica55 24 Jun, 2020 @ 11:24am 
I did some more testing and the invisible counter bags (containers) only occur when loading a scenario after initially selecting a U.S. scenario. In other words, when loading a scenario containing Russian troops after a scenario that contained U.S. troops.
Caprica55 24 Jun, 2020 @ 11:14am 
Here is a bit of an odd quirk. Select Scenario #1, and let the script setup the counters. After everything is setup, start scenario #2. If you mouse near the bottom of the table, there are some invisible infinite U.S. counters that are available. You can actually pull some of the counters out of the invisible infinite container :)
Caprica55 24 Jun, 2020 @ 11:10am 
The Explode function is working great for me again, and I like how the buttons have been moved to bottom right corner. The only caveat is that the buttons are covering the Notes button at the bottom right, but just a minor issue. I can still get to the Notes button but need to mouse around a bit to find it. I am also getting the same issue that Eric963 reported regarding only the "1" residual fire markers are being cleared with the button. Nevertheless, you are really getting a nice framework in place for any future starter kit modules (2, 3, 4). I will be playing this version instead of Vassal. TTS has the advantage of feeling more like I am playing at the table :)
MangoFeet  [author] 24 Jun, 2020 @ 8:50am 
@Caprica55 Looks like that's an issue with the new map models, I'll get that fixed, thanks for pointing it out
MangoFeet  [author] 24 Jun, 2020 @ 8:48am 
@Caprica55 There should be a marker on the exploded hex (see the first screenshot above). If you're not seeing that, let me know and I'll try to connect with you to see what the issue is.
Caprica55 23 Jun, 2020 @ 6:31pm 
Another suggestion: make the Explode Broken Units button smaller so less of the screen is blocked. It would be nice if the button was as wide as the button name.
Button --> [ Explode Broken Units ]. I am not sure if the Clear Counters box containing the buttons can be made more transparent so less of the lower right corner of the screen is blocked. The buttons can remain opaque but the box surrounding the buttons could possibly be more transparent. I am not sure if that can be done with TTS.
Caprica55 23 Jun, 2020 @ 6:17pm 
This mod just keeps getting better. A few issues I noticed. When a stack is exploded, the origination hex does not have a reference number (e.g. #1), so a person cannot know what hex was exploded. Some suggested changes for the new removal buttons: change "First/Last Fire" to "First/Final Fire" to match the names of the counters being removed. Change "Pins" to "Pin".
Eric963 23 Jun, 2020 @ 5:13pm 
@MangoFeet only the 1st state of the residual fire markers are getting remove with the clear counters button.
MangoFeet  [author] 19 Jun, 2020 @ 1:01pm 
@Caprica55 Yes, that's a good point. I've received the same note from others. I'll do that at some point soon
Caprica55 18 Jun, 2020 @ 7:17pm 
Some quick feedback after playing. The Name attached to the Russian 4-2-6 unit is mis-labelled. I am also wondering if it would be better to remove the Name labels for all the counters but keep the Description. The Name will show immediately when hovering over the unit which may be a bit distracting and the unit is already labelled. I find using only the Description field can be useful since there is a second or two delay until the information pops up. Essentially, when the user keeps hovering the mouse cursor over the unit, they are taking action to see further information about the counter.
Caprica55 18 Jun, 2020 @ 7:09pm 
I have been playing around with the Exploded units feature and it is awesome. I have posted over to the Tabletop Simulator wargaming Facebook group, so others can see this functionality. Some very good Lua scripting!
MangoFeet  [author] 17 Jun, 2020 @ 10:38am 
@Caprica55 Yeah, I noticed that, probably something I don't understand about the model I made for those "bags" and how it interacts with the diffuse image. I'll see if I can fix that.
Caprica55 16 Jun, 2020 @ 8:15pm 
This is very well done! I would love to see all the Starter Kits on TTS :) The infinite model objects all show the image upside down by default when zoomed with the Alt key. The counters within the infinite object are the proper orientation when pulled from the object (container) and shown in the proper orientation when zoomed (Alt key).
Eric963 16 Jun, 2020 @ 5:58pm 
Very Nice!! Thanks for putting this together.