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  1. #161
    Quote Originally Posted by Trenloe View Post
    [*]Shortcuts (pushpin) that link to campaign entries can be put on any layer - but they are only active (can be selected) on that layer, even though they are viewable on the higher layers. Note: If you open an image from a module that has pushpins these will be visible across all layers but only selectable on the base layer.
    Hi Trenloe
    Is there a way to place by default this shortcuts in the top layer?
    I think that the default place should be the top layer because they are not visible for players and also they are hard to be stacked with other tokens (have never passed to me) and the most part of the time as GM you spend it in the top layer so in that way you dont have to loose time changing layer to acces the shortcuts. I dont see any reason from them to be placed by default in the base layer.
    Hope you understand what im saying.
    Thank you

  2. #162
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    Quote Originally Posted by Salva View Post
    Is there a way to place by default this shortcuts in the top layer?
    This can't be done with an extension as there are no API functions that manipulate shortcuts. I would have done so if it was possible.
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  3. #163
    Oh ok
    Thanks

  4. #164
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    Update v2.0.3 in post #1. Fantasy Grounds v3.2.1 compatibility (minimum size removed) plus image original size right-click menu issue fix and zoom indicator overlap fix.
    Last edited by Trenloe; November 20th, 2016 at 22:23.
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  5. #165
    Quote Originally Posted by Trenloe View Post
    Update v2.0.3 in post #1. Fantasy Grounds v3.2.1 compatibility (minimum size removed) plus image original size right-click menu issue fix and zoom indicator overlap fix.
    Awesome! Thanks Trenloe.
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  6. #166
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    Hey guys, I saw this extension mentioned in another thread and am interested, but I'm having a hard time understanding the practical application of the additional functionality. What does this allow you to do that you can't already do with hidden tokens? Are there screenshots out there somewhere?
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  7. #167
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    Quote Originally Posted by Answulf View Post
    Hey guys, I saw this extension mentioned in another thread and am interested, but I'm having a hard time understanding the practical application of the additional functionality. What does this allow you to do that you can't already do with hidden tokens? Are there screenshots out there somewhere?
    This is mainly to get around token stacking issues - allowing underlying tokens, such as walls/rooms, features (tables, chairs, etc.), spell area effects, vehicles/mounts, etc. to be used without interfering with the PC/NPC/Monster tokens - have you ever tried to have large tokens indicating, for example a boat, on a map - they usually end up on top of the other tokens and you need to move it out of the way to see the other tokens.

    There's a video linked in the first post that gives you an idea of what it's about. If you're interested make sure you read, and digest, the info/gotchas in posts 1 and 2 of this thread.
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  8. #168
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    Ah, gotcha - missed the video link. Yes, that is very useful... will definitely check it out!
    Last edited by Answulf; December 30th, 2016 at 20:33.
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  9. #169
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    Oops - double post.
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  10. #170
    I didn't see this mentioned in the issues list on the first page, but I'm having trouble trying to export modules from a campaign with this extension enabled.

    If I create a map and start adding pins, and then export that campaign as a module, when I import it into another the game the pins are all gone.

    I've tested this pretty extensively, and the same exact steps taken on a campaign without the extension turned on will export as expected and the pins are fine.

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