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SilentRuin
March 27th, 2023, 17:45
I can't figure out how a player can target Vehicle components - which kind of defeats the purpose of having targetable components. Am I missing something? Or is this simply not usable for players? I'm for sure a lazy DM and without the ability for players to target something I have no desire to babysit their targeting.

[Post Edit: I mean also on the map of course - not tried it for them if they could see something in the CT but I'm not sure its not working on CT because of extension or I have no clue how to target components at all]

SilentRuin
March 27th, 2023, 17:58
Actually I just turned off all extensions and still can't figure out how to target a vehicle component in host or client - CT or map.

Moon Wizard
March 27th, 2023, 18:10
You have to drag and drop attack/damage rolls directly onto the component on the combat tracker; that's the only way to target components directly.

Regards,
JPG

SilentRuin
March 27th, 2023, 18:16
You have to drag and drop attack/damage rolls directly onto the component on the combat tracker; that's the only way to target components directly.

Regards,
JPG

Ugh. That implies it also has to be visible on players CT. Not something that will happen in my world as I insure they only see things under their control/same faction/or same group so that LOS/Lighting on map are pure arbitrators of targeting. As manually clicking visible/invisible every time something becomes actually visible on map is not something my lazy DM self is ever going back to :)

Any plans in the immediate future to make components targetable from the map token targeting system?

Nylanfs
March 27th, 2023, 18:37
Maybe I'm not following along, why not have the main vehicle as a visible combatant on the CT, and then the invisible components of the vehicle, so the players drop the damage on the vehicle, then you determine the components that was damaged and drag that damage roll to the right item?

SilentRuin
March 27th, 2023, 18:49
Maybe I'm not following along, why not have the main vehicle as a visible combatant on the CT, and then the invisible components of the vehicle, so the players drop the damage on the vehicle, then you determine the components that was damaged and drag that damage roll to the right item?

For all player CTs in my game I do not want to manage what they see in CT (as in cheat and see things that are not currently visible via LOS/LIghting) where I have to constantly toggle the visible/invisible toggle as they go in and out of sight. I leave all targeting up to the map in my games. However, it looks like if I ever want to have component damage as part of my game I would literally have to do this. And I just tested it out with my Sloop which has the 6 cannons, helm, and sails per that ships requirements (just a test as I'm really interested in trying to apply it to spaceships in SW5E which I currently have all defined as NPCs). To get the attack/damage dice onto those tiny slivers of component entries in the CT is no easy task and easily missed. Also, during testing I got a critical hit with an eviscerate critical result then shock damage came up also - and 0'ed the ships damage. Not the components - the entire ship was zeroed on HP. So it looks like this is not ready for my use yet as it requires to much micromanaging of it - but it would be cool to be able to have components on a ship targetable. Its just very clunky and easy to mess up right now.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56857&d=1679939357

SilentRuin
March 27th, 2023, 19:00
Another question on vehicles - can common components be defined like items? Or are they all hardcoded only on the Vehicle they were created for? I don't find them listed in items and I'm wondering if I'm just missing something or they are really only defined in the local vehicle definition.

Zacchaeus
March 27th, 2023, 19:55
I'm not sure what you mean by 'common components defined like items'. Vehicle components are defined as vehicle components and you can drag and drop those into a vehicle to add components to the vehicle. So, for example I've added a piercing ram to this bombard.

SilentRuin
March 27th, 2023, 20:18
I'm not sure what you mean by 'common components defined like items'. Vehicle components are defined as vehicle components and you can drag and drop those into a vehicle to add components to the vehicle. So, for example I've added a piercing ram to this bombard.

That's my confusion - I created the cannon component in the only place I could find - on the vehicle. But when I look in the items - there is nothing.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56860&d=1679944695

Zacchaeus
March 27th, 2023, 20:23
Create a new item and give it a type of 'Vehicle Component'. Items created on a vehicle are unique to that vehicle (in the same way that creating an item on a PC) and don't appear in the list of items. See video thirty eight here for more information on vehicles https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity

SilentRuin
March 27th, 2023, 20:28
Create a new item and give it a type of 'Vehicle Component'. Items created on a vehicle are unique to that vehicle (in the same way that creating an item on a PC) and don't appear in the list of items. See video thirty eight here for more information on vehicles https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity

Wow thank you. I would never have guessed that keying a field in the item could change what data the form allows you to define. Is there any other stealth stuff like that out there? For I'd like to know and would never guess that was a thing without having specifically been told. And now I see I can drag my vehicle only defined things into the item list to make them sharable to other vehicles - thanks that clears up a big mystery. I was thinking it was going to be like classes and the other tab where its all locally defined in that one place.

Zacchaeus
March 27th, 2023, 20:32
As you probably already know typing Armour or Weapon into the item type changes the fields to be filled in accordingly. You can also type in Vehicle Component Upgrade but that doesn't do anything other than add it to the filter list (there are component upgrades in Descent into Avernus). Other than that I don't know of anything else - at least in the 5e ruleset.

SilentRuin
March 27th, 2023, 20:38
As you probably already know typing Armour or Weapon into the item type changes the fields to be filled in accordingly. You can also type in Vehicle Component Upgrade but that doesn't do anything other than add it to the filter list (there are component upgrades in Descent into Avernus). Other than that I don't know of anything else - at least in the 5e ruleset.

I never actually connected it to changing but your right for armor and weapons. I don't really define data that much myself (SW5E being the exception). The store things that define data is a microcosm of what home brews use to define data with FGU. I'm sure if there are people out there who want targetable components on a vehicle and are willing to deal with no real targeting ability (a click on the vehicle token bringing up a combo list of components to choose one to target comes to mind as being a desirable thing) have defined their own vehicles all over the place. As I was contemplating on doing for my 5E data set for SW5E where all my vehicles are NPCs. I've even modified carrier to give the players access to a vehicles component actions just like they had for NPCs.

Short of me writing my own extension to handle targeting of components, which I don't want do, I'm going to probably not use them though I would REALLY like starships with targetable components. Its just not friendly enough for a lazy DM like me yet.