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  1. #1

    [Feature Request] Ability to override active token vision viewport via API

    Hi all,

    I am currently working on an automated AoE spell-targeting system, and I’ve run into a structural limitation regarding how FGU handles token vision. I wanted to open a discussion and propose a feature request to see if this is something other developers would find useful, and if the dev team might consider it down the road.

    The Context & Current Behavior:
    Currently, FGU dynamically updates the map viewport's active vision mask based strictly on token selection and ownership. If a player owns multiple tokens on a map (for example, a primary caster and a summoned entity, a pet, or a spiritual weapon token), selecting and moving the auxiliary token automatically switches the player's vision perspective to that specific token.

    The Limitation:
    For complex spell-targeting, or for maintaining visual focus from the primary character's perspective while manipulating a secondary token, there is currently no way via the Lua API to decouple or override this default behavior. We cannot force the player's viewport to maintain the vision mask of the main character while they manipulate an auxiliary token.

    The Feature Request:
    Would it be possible to expose a method to the API—such as tokeninstance.setVisionOverride(tokeninstance_targ et) or provide a similar mechanism to decouple selection from the active vision viewport?

    The goal would be to allow a developer to programmatically say: "Even if token_2 is selected or moved by the player, keep rendering the map's vision mask from the perspective of token_1."

    Questions for the Community & Devs:
    1. Is there an existing workaround or an undocumented method for overriding or locking the active vision viewport that I might have completely overlooked?
    2. If not, is an architectural addition like this technically feasible within the current framework of the FGU vision engine?


    Allowing developers to manage the active vision perspective via Lua would open up incredible possibilities for summoning mechanics, vehicle/mount controls, and advanced spell targeting systems.

    Thank you for your time, and I look forward to hearing your thoughts!

    Regards,
    Henix

  2. #2
    Actually not API but Lua code i wrote it wrong in the title...

  3. #3
    There is nothing like this in the engine. Using tokens as "extensions" of another character is a newer paradigm used by some extensions, but nothing currently planned for the engine at this time.

    Regards,
    JPG

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