Thread: How do I ????? in Unity
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January 26th, 2021, 10:03 #341
It depends on what type of occluder that your are trying to edit. Some, like terrain, doors and pits need to be closed polygons, so if you delete a point it will automatically join itself together to preserve its closed status. There isn't an automatic way to change from one occluder type to another, so you'd need to delete the first and then re-draw it as the one you want.
If you want to make a gap in a wall (or other occluder type that isn't a closed polygon) then you can draw a square on top of the wall line and then delete the square which will leave two points on the line which you can use to delete a portion of the wall. You can also draw a small wall section bisecting a line and use the same trick to remove a section. See the videos on LoS in the first post for examples of how to edit occluders that have already been drawn.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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January 26th, 2021, 11:04 #342
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- Aug 2019
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Too bad about pits having to be closed polygons and always only allowing to look into, not the other way around. Is there a way to get (open polygon) walls/illusions that allow to look through from only one-side, but occlude from the other side?
This way we can occlude cliff that allow to only look down, but not up (think mining pits or steep cliffs), or one-sides mirrors.
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January 26th, 2021, 12:27 #343
No, there's no one way occluder at the moment. The closest would be illusionary walls which block LoS but not movement.
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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January 26th, 2021, 12:42 #344Got a Bug - Click & FOLLOW the procedure here, it will save time
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January 26th, 2021, 13:16 #345
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- Aug 2019
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I needed the line-break for a pit, which I just learned cannot be broken up. Pits are the closest to one-way see-through lines (can look into, but not out).
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January 26th, 2021, 13:30 #346
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- Aug 2019
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How do I temporarily disable the mask without having to delete it entirely? There does not seem to be a dedicated mask layer that can be switched on/off.
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January 26th, 2021, 16:26 #347
There isn't that I am aware of. The mask is either on or off. Once it's on then you can punch holes in it. but if you turn it off then it will all go off and when you turn it back on it will have lost any holes in it.
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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January 27th, 2021, 20:05 #348
just clic on the eye to make it invisible or only visible for the DM.
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January 29th, 2021, 19:26 #349
Is there a way to remove a token from initiative but not from the map? I have large fights sometimes with lots of minions/mooks and it's tough scrolling through lists of inactive enemies while simultaneously leaving their position on the map for things like area-of-effect healing which might put them back into a fight.
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January 29th, 2021, 20:11 #350
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- Mar 2016
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I've run into a problem in the last couple sessions where I am now forced to confirm my players moves on the map where as this was not a problem previously. Is there a way to disable this so my players can move about freely without me having to confirm every step they take?
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