Thread: [Extension] Sticky windows
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November 21st, 2018, 05:40 #21
As someone working with very small real estate (surface pro) this will be a huge time saver . Thank you
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November 21st, 2018, 12:05 #22
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November 23rd, 2018, 06:48 #23
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November 23rd, 2018, 17:52 #24
Patriarch
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Hi Alessandro,
that seems to work great, thanks for your help.
Cheers,
Simon
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December 4th, 2018, 18:11 #25
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I added this acording to previous post in this thread:
Code:if sClassName == 'charsheet' then return; end if sClassName == 'imagewindow' then return; end
And i got to say..... your 'sticky_windows' extension ROCKS !!! After using it now, I wonder how this can't be default in FG.
Until it gets default, my suggestion is that you include above as a default ready .ext file on the front end. This extension would probably catch on more that way.
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January 2nd, 2019, 12:43 #26
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where did this go!?!
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January 2nd, 2019, 12:58 #27
The author has decided to pull his code off.
The past is a rudder to guide us, not an anchor to hold us back.
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January 2nd, 2019, 15:23 #28
For what it's worth, here is the original script.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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February 13th, 2019, 23:44 #29
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Even though I have the provided original version in my correct Extensions folder, it doesn't show up on the Extension selection in the game launcher. Anyone any ideas?
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February 13th, 2019, 23:49 #30Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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