Tabletop Simulator

Tabletop Simulator

Zone Untapper
14 Comments
drNoodles  [author] 24 Nov, 2023 @ 9:37am 
@NeM, uptap direction is tile aligned, rotate the tile with button the way you want the card to be rotated.
NeM 23 Nov, 2023 @ 3:20pm 
It's interesting, but if my players are on the side of the table, it doesnt "untap" for them, it "tap".

Any idea how I can fix it in function of the place of the player ? (Without any dependancy of the color of the player)
drNoodles  [author] 13 Oct, 2022 @ 9:22am 
the type check is there to prevent all other objects from being affected
Heikai 12 Oct, 2022 @ 7:07pm 
Never mind. I solved it. Just change "Card" to "Tile" in the following line.
if v.type=="Card" then
Heikai 12 Oct, 2022 @ 5:18am 
Is there a way to make it rotate tiles?
drNoodles  [author] 17 May, 2022 @ 1:13pm 
you would have to add in line 46
if v.type=="Card" and untap_allowed(v) then

where untap_allowed(v) is some added function that returns true or false dependent if that card v passes your check - probably check if minimal distance to every "specific object" on the table and/or their x/y/z relation
AussieBrickster 15 May, 2022 @ 10:42pm 
Thanks for this , just what I needed , is there a way to make it ignore if they a an specific object ontop? We need it to ignore status that doesn’t allow to untap
drNoodles  [author] 4 May, 2020 @ 11:29pm 
Spawn Untapper on the table (either from your saved objects or use Workshop, expand in ︙ menu

Create a scripting zone where you want cards to be affected (last button in zones menu on the left)

Left click zone to delete it
Right click to copy it's ID (we need this)

Paste id in description of Untapper - if you had zone with ID 4eb8bf you would end up with
{"flip":"no","zone":"4eb8bf"}

if you have more zones that you want to affect with one button separate them with semicolon like this
{"flip":"no","zone":"aaaaa;bbbbb;ccccc"}

the cards will align with Untapper tile so if you want some particular angle - rotate it
Icedprincess1 4 May, 2020 @ 5:58pm 
Hey guys, anyone up to giving me a little tutorial on how to use this? I haven´t figured it out as I am really new to scripting... thank you!
drNoodles  [author] 18 Jul, 2017 @ 10:21am 
I guess it's possible, but now with this mod
maximo1984 18 Jul, 2017 @ 4:51am 
would it be possible to have certain models flip that are in teh scripting zone, based of the result of a die roll? I want to make a miniature model that flips up when a critical hit is rolled. This model lays flat when flipped down, and can be placed by the card that would trigger. So if you roll a critical, it pops up to alert you to it.
maximo1984 7 Jul, 2017 @ 12:50am 
pretty neat, I may have a use for this, thanks.
drNoodles  [author] 6 Jul, 2017 @ 8:13am 
Yea I though about that flip issue, but this was a 10 minute idea, after fighting with x,z configuration on my last untapper - zones are way easier.

I think I'll add flip block and a list of zones so that one button can handle more than one at the same time....
Unreal Ed 6 Jul, 2017 @ 7:48am 
I like that it rotates cards the same way as the button object, that's a pretty simple solution.

One thing i would want is having another version that doesn't auto-flip the cards. It would have an untap button and a "flip up" button. Untap would simply rotate cards along the table without turning them face up, and flip up would flip cards face up. Some games might want you to do those separately, so having both options would be useful.

You should be able to implement that with the up and forward vectors of the objects