-
January 10th, 2022, 01:38 #771
Wow! Excellent work there greybeardgunner70!
FG:Unity Ultimate License Holder: Meaning anyone can join my games, even those with just the Demo . . .
Timezone: UTC-6/CST (My 'Current' Local Time)
Currently Running: An Old-School Essentials campaign, set in Hârn . . . Here is the discord channel -> Hârnic OSE.
Current Design Project: Developing a stand-alone "Hârnic 5e" setting for OSE and Fifth Edition . . .
-
January 11th, 2022, 11:18 #772
- Join Date
- Nov 2017
- Location
- North Carolina, USA
- Posts
- 266
I'm having an issue and I'm not really sure if its with how I have setup the CS or with something more fundamental with CoreRPG. I'm sure, whatever the cause, its my own fault. Here it is:
I created a list of items based on the ruleset (weapons, armor, gear) so that players could drag them from the items menu onto the inventory of their CS. I then pushed the item list into a module so that my players could load it. That all works perfectly.
However, when I create a new item (for example, a custom weapon) in the list, my players can't see it and I can't drop it on their inventory. Its as if the CS will only recognize items that were in the original module.
Any thoughts?
-
January 11th, 2022, 11:44 #773
Share your .rwp with me if you cant find it.
Do the items in the module show in Items or only in the Library view?
If not that is your clue.
-
January 11th, 2022, 14:27 #774
- Join Date
- Nov 2017
- Location
- North Carolina, USA
- Posts
- 266
As I expected, operator error. I will have to wait until I get home to be sure, but it seems to work when I "share" the newly created item. I didn't realize I would need to do that.
-
January 11th, 2022, 14:38 #775
Yeah - exporting to a module is the best way because you dont have to share all the individual items that way - you can just have them load a Player Module.
-
January 24th, 2022, 22:58 #776
4 Ruleset Wizard created rulesets created in the last month!
Sweet!
Masks https://forge.fantasygrounds.com/shop/items/477/view
Fall Out https://forge.fantasygrounds.com/shop/items/468/view
Kult: Divinity Lost https://forge.fantasygrounds.com/shop/items/425/view
White Lies https://forge.fantasygrounds.com/shop/items/441/view
-
February 3rd, 2022, 01:39 #777
- Join Date
- Nov 2017
- Location
- North Carolina, USA
- Posts
- 266
How do I get my frames to stretch when a window is resized (the combat tracker for example). Am I missing something in the class or display properties?
frames.JPG
-
February 3rd, 2022, 01:40 #778
Whats not working GBG?
What is happening?
-
February 3rd, 2022, 03:07 #779
- Join Date
- Nov 2017
- Location
- North Carolina, USA
- Posts
- 266
When I open the combat tracker in FGU and resize the CT window, the frame doesnt stretch with the window. So I get a "tiled effect with multiple frames.
CT.JPG
-
February 3rd, 2022, 03:55 #780
Go to graphics/frames/utilitybox2 and set the offset there to something like 20,20,202,20
Thread Information
Users Browsing this Thread
There are currently 3 users browsing this thread. (0 members and 3 guests)
Bookmarks