Thread: FGU Mapping Tools - Multiple LOS
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February 2nd, 2021, 12:50 #21Got a Bug - Click & FOLLOW the procedure here, it will save time
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February 2nd, 2021, 13:14 #22
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February 2nd, 2021, 14:29 #23
Thanks - I have those - gonna check them out.
Got a Bug - Click & FOLLOW the procedure here, it will save time
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February 2nd, 2021, 19:39 #24
Templar
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February 2nd, 2021, 23:42 #25
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February 4th, 2021, 15:24 #26Got a Bug - Click & FOLLOW the procedure here, it will save time
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March 8th, 2021, 13:23 #27
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March 8th, 2021, 15:44 #28
This may come out with the vision and lighting updates, or it may be done "soon" after that update. (Not a developer, so don't have access to their roadmap.)
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March 9th, 2021, 12:10 #29
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June 16th, 2022, 19:11 #30
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I agree. What I’ve found that helps simplify moving tokens when players change floors is the Portals - REVAMPED! Extension by Rob2 which is available in the FG Forge.
Players just walk onto the staircase or wherever I have a portal area set up and the token moves to the next map and it opens for the player.
It can prompt them or not, be hidden or one way.
It’s not perfect since the maps are independent, tokens on the ground map aren’t visible to the player on the roof map.
I haven’t found a good way to represent tokens on different maps. Like a player on a balcony at level 2 looking down on another at level 1. When the maps don’t line up pretty it gets confusing. I’ve used placeholder tokens to represent them that I move manually. Still have to target manually, etc.
I do wish we could have a layer that became invisible when a player was under it, like a roof, without the addition effects that terrain does.
… or put layers above and below the token layer(s)
That gets complicated to manage though.
Check out the ext. thought id share.
- Norgewalk
PS: This coupled with locked doors and the Map Parcels ext make the map immersively interactive. Not often but occasionally it lets me give the players free roaming of an area to explore on their own.
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