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Cave Troll
 
Joined: Sun Jan 24, 2010 3:07 pm
Posts: 46
 Post subject: Rotate token in "Layout" part of Edit Token panel
PostPosted: Mon Nov 20, 2017 5:02 am 
Conic vision does not work well when a token's image is not aligned appropriately.
Here is a sample of an armoured vehicle that works best when used with the shape "Top down". It shows that the cone of vision is centered on the wrong axis for the image.
Attachment:
tokenVision.GIF
tokenVision.GIF [ 70.95 KiB | Viewed 142 times ]


To work right, the axis for the cone of vision should be centered down the middle of the vehicle.
Rotating the image in an external editor works for important objects but is too much hassle for throw-away tokens.

I would prefer to have facing control work in the Layout section of the Edit Token panel so that I can rotate the image to what I want. Nicer for me anyway. Here is a visual aid.
Attachment:
editToken.GIF
editToken.GIF [ 133.95 KiB | Viewed 142 times ]


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Demigod
 
Joined: Sun Feb 25, 2007 11:53 am
Posts: 3799
Location: MD
 Post subject: Re: Rotate token in "Layout" part of Edit Token panel
PostPosted: Mon Nov 20, 2017 5:44 pm 
bubblobill wrote:
Rotating the image in an external editor works for important objects but is too much hassle for throw-away tokens.

I know the documentation isn't clear... but you can use the Offset setting in conic vision to create a few conic vision types and select the one that matches the default facing of the token.

I played around with it and got it to work... but it does something strange with the default facing when applying the Sight Type for the first time. Applying a workaround would be simpler if it didn't do that... and someone else might know what it's doing to make this easier...

But I'd probably create 4 vision types like this:

Code:
Conic Vision 120 1: cone arc=120
Conic Vision 120 2: cone arc=120 offset=90
Conic Vision 120 3: cone arc=120 offset=180
Conic Vision 120 4: cone arc=120 offset=270


Then make 4 Sight setting macros in campaign macros (using apply to selected) to cycle through to get the correct one like this:

Code:
[h: setSightType("Conic Vision 120 1")]


Then you could quickly cycle through the vision types to get the correct one applied.

This would keep you out of an external editor... but isn't ideal.

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Dragon
 
Joined: Tue Apr 20, 2010 7:22 pm
Posts: 605
 Post subject: Re: Rotate token in "Layout" part of Edit Token panel
PostPosted: Tue Nov 21, 2017 10:56 am 
bubblobill, Car Wars, right? :)

I handled this by having a "vision" token that is placed under the car, then rotated for whether you want the vision to look to the front, back, left, or right. If front/back, the vision type is set to a different vision than right/left, since the "cones" are different depending on which direction you're trying to look at.


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Cave Troll
 
Joined: Sun Jan 24, 2010 3:07 pm
Posts: 46
 Post subject: Re: Rotate token in "Layout" part of Edit Token panel
PostPosted: Wed Nov 22, 2017 12:55 am 
Thanks for the workarounds folks, they will certainly alleviate most of the angst in the here and now.

Cheers very much :D


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