Thread: hexagone grid not snapping well
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May 30th, 2020, 16:43 #1
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hexagone grid not snapping well
Hi! with de DMG of pf2 out there, some of my player have request to use hexgrid instead of the square for not counting the oblique move as double 1 time out of two as suggest in the DMG. With the square grid, you can see the reah of monster and it snap well.....but hex grid are different ...espacially with monster of large scale......it's not suppose to snap in a hexagone...it's suppose to snap in the middle of 3 hexagone and the reach suppose to be each hex that is around....I understand that it's more complicated to program ...but a i can even put manually the monster in the right place because of the snap function.....so moving, the reach and the placement of the monster are not good.....I use FG classic and now FGU ....can you help me with this problem?
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May 30th, 2020, 21:06 #2
Not sure, but I do remember their being reports of hex grids having strange behavior if they use even number of pixels. Or was it even? Try changing the grid size by 1 and see if it behaves better (as a work around).
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May 30th, 2020, 22:49 #3If 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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May 31st, 2020, 12:27 #4
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Thanks for your reply
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