Thread: How to turn on LOS?
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October 31st, 2019, 11:29 #1
How to turn on LOS?
How can I get LOS to work? I can see the buttons for "Layer LOS" and "Global LOS" in the GM's view, but I can't find any instructions in the wiki or forum for what these do. How do I get a token on the player's map moving around with the LOS working (as shown in the demo)?
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October 31st, 2019, 14:14 #2
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Likewise...Tried to work a bit with the LOS/Visibility toggles and haven't been able to replicate what was seen in the demo video. Not seeing much (if any) documentation to help. Icon sizing and maneuvering sometimes works and other times doesn't, maybe depending on map settings (?). Also tried using layers in the map editor, but need a bit more guidance to use it to its best potential.
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October 31st, 2019, 14:24 #3
First make sure that the map you are testing on actually has occluders drawn on it.
Unlock the Map and make sure you are in 'Play' mode. (dice icon top left). Now click the enable LOS buttoon.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 31st, 2019, 14:55 #4
This is the new wiki for Fantasy Grounds Unity
https://fantasygroundsunity.atlassia...s/FGU/overview
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October 31st, 2019, 15:18 #5
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Thanks! Yes, that did the trick for me. And though not entirely intuitive, I was able to use the tools in the toolbar to make the LOS work with a few sample NPCs/Characters. Still playing with this, but your suggestion really helped.
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November 1st, 2019, 11:15 #6
Thanks, Zacchaeus, that's very helpful - I hadn't realised that was a button!
That's enabled me to start experimenting with the maps in Lost Mine of Phandelver. I've noticed that, on the Cragmaw Castle player map, all the doors are 'open' by default. This seems to me to be the wrong way round - they should be 'shut' by default. The same is true of the arrow slits.Last edited by Callum; November 1st, 2019 at 14:52.
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November 1st, 2019, 13:23 #7
If you have a moduledb file for Lost Mine of Phandelver in your campaign's moduledb, try deleting this first. If you copied it from here, then that will override the final version we built into the updater system. In the official version, it should have all doors closed and also have secret doors on Redbrand Hideout.
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November 1st, 2019, 15:26 #8
Thanks, Doug. I tried deleting the moduledb file for Lost Mine of Phandelver in the campaign's moduledb folder, but that didn't make any difference - the doors were still open, and there weren't any secret doors on the Redbrand Hideout map, either. So I ran the updater again, and that seems to have fixed the issue - all doors present and correct!
Incidentally, I don't think the rubble to the north of area 11 (P3-08.11. Ruined Tower) is set up correctly on the LOS layer. It's a single zone, stretching across the entrance, which means that when you pass through it you can see into the room to the east. I think that perhaps there should be two areas of rubble with a door between them (representing the canvas). Should I try making this and submitting it to the LOS maps crowd project?
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November 1st, 2019, 15:53 #9
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November 1st, 2019, 16:41 #10
Here you go, Doug.
Cragmaw Castle LOS before.PNG Cragmaw Castle LOS after.PNG
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