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  1. #371
    Same version of Kent's extensions as before?

  2. #372
    Quote Originally Posted by bmos View Post
    Same version of Kent's extensions as before?
    Same setup: 1.2 of Kent Height and 4.9 of Token Height. No change in the Kent original exts (those have not change in some time). The only change is token height.

    I was able to test it on v4.8 and v4.7 both have the bug. I don't have anything before 4.7. Maybe something in v4.5 did it?
    Last edited by nephranka; August 16th, 2021 at 23:16.

  3. #373
    Ok...lots of variables here but I think I found it. kent height 1.1 + token height 4.9 work. The issue seems to be in kent height 1.2.

  4. #374
    Quote Originally Posted by nephranka View Post
    Ok...lots of variables here but I think I found it. kent height 1.1 + token height 4.9 work. The issue seems to be in kent height 1.2.
    I have had reports of this issue. It happens when Height returns 0, I don't know why that happens. When Height returns 0, Kent height will use the original 2d code from Kents extensions. In this case it doesn't know about height. if you look at your console output /console Kent Height will print a message there anytime Height returns 0.

    If you can figure out how to reproduce the error it would help a lot into getting it fixed. The only common factor I've heard to reproduce is multiple players connected.

  5. #375
    Quote Originally Posted by rhagelstrom View Post
    I have had reports of this issue. It happens when Height returns 0, I don't know why that happens. When Height returns 0, Kent height will use the original 2d code from Kents extensions. In this case it doesn't know about height. if you look at your console output /console Kent Height will print a message there anytime Height returns 0.

    If you can figure out how to reproduce the error it would help a lot into getting it fixed. The only common factor I've heard to reproduce is multiple players connected.
    I loaded kent flanking & range, kent height, and token height (versions in the chat window). Added an npc and a pc to the CT and to the map. Adjusted the pcs height to 30ft and attacked with a longbow. I open the console for the screen shot. Clean build. If I move the pc back it fires without DIS.

    The options are Long Range Auto Disadvantage ON and Ranged in Melee Auto Disadvantage ON.
    Attached Images Attached Images

  6. #376
    Quote Originally Posted by rhagelstrom View Post
    I have had reports of this issue. It happens when Height returns 0, I don't know why that happens. When Height returns 0, Kent height will use the original 2d code from Kents extensions. In this case it doesn't know about height. if you look at your console output /console Kent Height will print a message there anytime Height returns 0.

    If you can figure out how to reproduce the error it would help a lot into getting it fixed. The only common factor I've heard to reproduce is multiple players connected.
    Might be worth adding a printstack to that console message.

  7. #377
    GKEnialb's Avatar
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    Can you try reproducing with the version found in this post? There are some extra debug statement there that hopefully could narrow down what's going on.

  8. #378
    Quote Originally Posted by GKEnialb View Post
    Can you try reproducing with the version found in this post? There are some extra debug statement there that hopefully could narrow down what's going on.
    I went and used v4.8 token height & kent height v1.2. Screen and logs attached.
    Attached Images Attached Images
    Attached Files Attached Files
    Last edited by nephranka; August 18th, 2021 at 01:12.

  9. #379
    GKEnialb's Avatar
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    Thanks. @rhagelstrom, are you calling Token.getDistanceBetween? If so, since imagecntrl.getDistanceBetween is returning 30 and Token.getDistanceBetween directly returns imagecntrl.getDistanceBetween, the only way you'd get a 0 is if neither token has an ImageControl:

    Code:
    function getDistanceBetween(sourceItem, targetItem)
       local ctrlImage, winImage, bWindowOpened = ImageManager.getImageControl(sourceItem, true)
       if ctrlImage then
          return ctrlImage.getDistanceBetween(sourceItem, targetItem)
       else
          ctrlImage, winImage, bWindowOpened = ImageManager.getImageControl(targetItem, true)
          if ctrlImage then
             return ctrlImage.getDistanceBetween(sourceItem, targetItem)
          else
             return 0
          end
       end		 
    end

    @nephranka, did you add the tokens to the map by dragging from the combat tracker or from some other source?

  10. #380
    Quote Originally Posted by GKEnialb View Post
    Thanks. @rhagelstrom, are you calling Token.getDistanceBetween? If so, since imagecntrl.getDistanceBetween is returning 30 and Token.getDistanceBetween directly returns imagecntrl.getDistanceBetween, the only way you'd get a 0 is if neither token has an ImageControl:

    Code:
    function getDistanceBetween(sourceItem, targetItem)
       local ctrlImage, winImage, bWindowOpened = ImageManager.getImageControl(sourceItem, true)
       if ctrlImage then
          return ctrlImage.getDistanceBetween(sourceItem, targetItem)
       else
          ctrlImage, winImage, bWindowOpened = ImageManager.getImageControl(targetItem, true)
          if ctrlImage then
             return ctrlImage.getDistanceBetween(sourceItem, targetItem)
          else
             return 0
          end
       end		 
    end

    @nephranka, did you add the tokens to the map by dragging from the combat tracker or from some other source?
    Dragged from the CT.

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