Thread: 5E - Token Height Indicator
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April 2nd, 2021, 22:34 #41
Currently mine doesn't, but it would require a little bit of reworking of the code so that on player change, it would simply update their own targeting based on tokens they're currently targeting and provided those targets are still visible to them.
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April 2nd, 2021, 22:41 #42
I may be able to take a hybrid of the two approaches or there may be a way to kick the pointer logic to have it redraw without the token losing / regaining focus.
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April 8th, 2021, 11:46 #43
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Is this using the actual “real life formula” for calculating distance that includes height or simply adding any height on as an additional 5’?
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April 8th, 2021, 15:29 #44
It depends on what setting you have selected for diagonals. For standard, the range is the max of the three dimensions (just as the horizontal range is the max of the two dimensions). For alternate (with the diagonals being counted as 1 for first square and 2 for second), you get full range in the longest dimension and half range on the other two dimensions. For raw, you get the real life formula (actual distance between 2 points in 3 dimensions, with 0.1 foot accuracy).
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April 8th, 2021, 15:47 #45
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April 8th, 2021, 17:20 #46
No worries and thanks for the feedback!
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April 9th, 2021, 00:53 #47
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- Mar 2019
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New to extensions and running games in FGC, I am running only this extension and if I try to adjust things I get an error.
Script Error: [string "scripts/token_height_indication.lua"]:104: attempt to call field 'getOwner' (a nil value)
Any advice (or additional info I can provide)?
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April 9th, 2021, 03:23 #48
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April 9th, 2021, 03:56 #49
Created 1.7 - you can download the new version it from the first post. It'll prevent that error showing up, but it'd still be good to figure out how you got there in the first place.
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April 9th, 2021, 04:07 #50
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