Tabletop Simulator

Tabletop Simulator

X-Wing Heroes of the Aturi Cluster
40 Comments
tom___zz 17 May, 2023 @ 1:56pm 
Also wouldn't mind seeing how you approached the AI movement parts
Stormlord 20 Apr, 2020 @ 9:50am 
Was wondering if it might be possible to get a copy of your original script that just did the auto AI movements
Ifusaso 5 Apr, 2020 @ 8:17pm 
Is this project abandoned? It seems like it was left incomplete.
Wandering_Canuck 5 Dec, 2017 @ 7:46pm 
This Mod looks amazing. I'm pretty new to TTS but was wondering if there was a vid available to get me started with this. I can play some of the other x-wing mods but some of my problems with this one are getting the player ships and dials to show up. Again big thanks on all the amazing work done to get this set up.
Crichton 14 Nov, 2017 @ 11:04am 
Missing files
SerpentDrago 17 Apr, 2017 @ 6:52am 
Caldazar 27 Mar, 2017 @ 6:26pm 
Need some help, it appears all the HotAC specific art assets are no longer hosted? I get 404 errors when trying to load minefields, ion clouds, refueling station, etc. Anyone know of a fix?
Haco 3 Mar, 2017 @ 6:12am 
It is possible to add the automatic setup from Valadian mod?
shattered_logic 24 Nov, 2016 @ 12:43pm 
Is this still being updated? Getting into X-Wing and this looks pretty sweet
K T  [author] 28 Aug, 2016 @ 7:08am 
Damn you TTS. Stop breaking the script with every update!
Jay 27 Aug, 2016 @ 9:04am 
When ships are moved with auto-move or text-commands (e.g. br3), they often stay levitated a couple inches above the board after completing the movement. Unchecking 'auto raise' is no help. Ideas on how to fix this?
Rogue-9 23 Aug, 2016 @ 7:59am 
clearButtons() function is now only working for the host. For all other players, buttons are never deleted and it ends up a huge mess. I think this may be related to updates to TTS :-/
Rogue-9 12 Jul, 2016 @ 3:16pm 
And in case anyone else is copy/pasting the ai striketarget command from below:

there's an "r" missing in "ai stiketarget"

you need: "ai striketarget"

;-)
Rogue-9 12 Jul, 2016 @ 3:11pm 
@Moy The guide is in the "Notes" when you're on the table.
Moy 11 Jul, 2016 @ 7:22am 
Is there a guide somewhere to how this works? i.e. what are the commands for the automated AI?
Valadian  [author] 1 Jul, 2016 @ 8:07am 
The command is "ai stiketarget"
PittsPilot 29 Jun, 2016 @ 4:07pm 
Trying to get Strike mode to work on the AI ships, the ships confirm they are in ai strike mode, but after putting "ai target" in the strike target the ai strike ships respond that they have no target still.
Haco 28 Jun, 2016 @ 2:08am 
I try ai target on a rebel ship and i can't made to work for ai strike ties...any tip?
Rogue-9 27 Jun, 2016 @ 2:36pm 
As in the discussion above:

I have noticed that the auto target selection will prioritise targets that are in the firing arc vs those that are not (as it should be).

But there is a problem with the function findNearestPlayer(guid) when only a small part of the real target is in the firing arc. In some cases it can happen that the wrong target is selected.

(see example here: http://i.imgur.com/OkzRcIw.png)
[yellow Y-Wing should easily be the target but blue is selected insted]

I have noticed that the reason for this is that the 'diff' for the yellow Y-Wing is > than pi/4 and that is why it is discarded as a potential target.

So either the 'angle' calculation in the function findNearestPlayer(guid) is not quite right or the 'diff<math.pi/4' requirement is just a little too narrow.

Hope my description above is helpful. If you have any issues replicating the problem, please let me know ;-D
K T  [author] 27 Jun, 2016 @ 1:41pm 
@hacofriedchicken I will see about adding the autobump sometime this week ... sorry life has been busy. As for the squads moving together, you need to click the "squad" button after the first ship in the squad moves ... then the other ship (which you click squad on) will follow.

@Rogue-9 sorry I'm not sure what the Auto Targeting issue was. Could you remind me/summarize thanks
Haco 13 Jun, 2016 @ 11:55pm 
Hi can you upgrade the autobump script for this table?
Thanks.
Haco 13 Jun, 2016 @ 11:55pm 
First of all congratulations for your amazing work!!
I wanna say that the ties of the same squadron do not made the same move, as a swarm, they made different movements and this is not the rules of the HotAC AI. I suppose that this is very difficult to do.
Boxgirl Gremlin 21 May, 2016 @ 10:00am 
Cool, can't wait!
K T  [author] 21 May, 2016 @ 8:05am 
Yes. Valadian has been working on the script (auto setup) and I will need to have Flolania's auto bumping incorporated also.
Boxgirl Gremlin 20 May, 2016 @ 11:27pm 
Any plans to update the dial scripts?
Meyler 7 May, 2016 @ 12:29pm 
Any chance to remove the "Play Zone" for A.I Move? checked code but im not good at scripting and can't find what lines of code tell the script to find targets just in the "play zone"
K T  [author] 6 May, 2016 @ 10:39pm 
@NiRiDa ! Meyler awesome. Looking forward to it
Meyler 6 May, 2016 @ 8:49pm 
@Korean Templar, Not yet, just got first sketches, and i have to test and translate it to inglish, :O and this week got alot of Job so i didnt expect something "soon" but going to start with 3-4 missions and the possibility to use more rebel ships (this should be easy) maybie next week i can relase something to "public" :)
K T  [author] 6 May, 2016 @ 6:15pm 
@NiRiDa ! Meyler Cool ... i'd definitely be interested in expansions. As for now I'd be inclined to keep this mod as clean cut as possible. Once you have your expansion worked out I'll check it out and make updates as needed.

my computer is a potato and so my goal with my x-wing mods has always been to try to limit the loading times

do you have your expansion stuff posted somewhere?
Meyler 6 May, 2016 @ 5:47pm 
@Korean Templar, Great job, Keep in mind the possibility to load/unload epic Boards in the table, im preparing and expansion for the campaing, and gonna need big table :D
(more missions, more rules, more ships available and if i find some help, scum as enemys too)

http://images.akamai.steamusercontent.com/ugc/447357553614861223/AA30B98352A41A6AA4461A2BF257FB7D0E5E82F1/
K T  [author] 6 May, 2016 @ 5:36am 
@NiRiDa ! Meyler. Cool. Big update coming later today
Meyler 6 May, 2016 @ 4:14am 
we just scale up our pilot cards and fit upgrades inside, and keep the photoshop thing to make our personal paintjobs on the ships :D

http://images.akamai.steamusercontent.com/ugc/447357553612610923/74B05D6AC8E0C9A4C64A878F3AE2AFDEC006C455/
K T  [author] 2 May, 2016 @ 7:55am 
@hinden101 simple answer... you would have to photoshop (or other image editor like paint). Make your changes, save it, and then load it into the game as a custom token (Host>chest>custom>custom token ... and then load your image to the cloud).
hinden101 2 May, 2016 @ 2:53am 
Hi there, this is awesome work. How can I edit the pilot cards as my players increase in xp?
Meyler 1 May, 2016 @ 7:50am 
amazing
Thai 29 Apr, 2016 @ 10:59pm 
Just played this tonight, I love playing X-wing irl and on TTS. This mod adds on to the dream of Co-op. By far one of the best X-wing mods. Thank you Valadian and Korean:steamhappy:
tr3m0r45 26 Apr, 2016 @ 11:16pm 
This is amazing! Thank you so much for this.
Rikerson 25 Apr, 2016 @ 2:24pm 
Can't wait to try out. Thanks for the effort Korean!
btrhoads 24 Apr, 2016 @ 11:09am 
If I could give you 100 more thumbs, I would. you have done a good thing here and I recognize there was a lot of work by you and others to make this happen. Thank you.

The auto move functionality is very cool. I recommend any new users watching the video and taking advantage of this feature.
btrhoads 24 Apr, 2016 @ 6:04am 
Great asset!