DingoSoulEater
March 14th, 2017, 20:17
Hi All,
Returning to Fantasy Grounds after a no-campaign-running haitus; and thoroughly impressed with some of the improvements.
For the new campaign I'm running, however - we aren't using a grid because of the extremely close-quarters, confined and often organic paths and environments the party deals with; it often makes such maps confusing when having to know whether someone is covered, or not covered, by a wall when their token keeps snapping to a spot they aren't actually at. So, we play with the grid disabled.
Unfortunately, the pointers and waypoints in Fantasy Grounds won't work without a grid, as it uses the grid to determine the distance-per-pixel.
Does anyone know where I could go to either change the overall function of it; or simply force the vector calculation to use an arbitrarily (60!) chosen number for said distance? I tend to make my own maps so I can always resize maps to fit the distance the code defaults to in such a case. I've tried looking at current extensions and rulesets for the function itself that I'd have to override, but can't actually find it in either of the image-oriented .lua's in CoreRPG's ruleset file, so I'm not sure exactly what to modify or how to overwrite it.
Could anyone offer direction or aid?
- Dingo
Returning to Fantasy Grounds after a no-campaign-running haitus; and thoroughly impressed with some of the improvements.
For the new campaign I'm running, however - we aren't using a grid because of the extremely close-quarters, confined and often organic paths and environments the party deals with; it often makes such maps confusing when having to know whether someone is covered, or not covered, by a wall when their token keeps snapping to a spot they aren't actually at. So, we play with the grid disabled.
Unfortunately, the pointers and waypoints in Fantasy Grounds won't work without a grid, as it uses the grid to determine the distance-per-pixel.
Does anyone know where I could go to either change the overall function of it; or simply force the vector calculation to use an arbitrarily (60!) chosen number for said distance? I tend to make my own maps so I can always resize maps to fit the distance the code defaults to in such a case. I've tried looking at current extensions and rulesets for the function itself that I'd have to override, but can't actually find it in either of the image-oriented .lua's in CoreRPG's ruleset file, so I'm not sure exactly what to modify or how to overwrite it.
Could anyone offer direction or aid?
- Dingo