Page 108 of 121

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Thu Aug 10, 2017 11:14 am
by wolph42
i think its possible, but i have to go. can you elaborate on 'the one error' you're still having. perhaps i have a look this evening (ill also check what the version issue is then).

thnx for the feedback!

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Thu Aug 10, 2017 11:14 am
by Madeiner
wolph42 wrote:i think its possible, but i have to go. can you elaborate on 'the one error' you're still having. perhaps i have a look this evening (ill also check what the version issue is then).

thnx for the feedback!

   Condizione invalida in IF (isOwnedByAll()) roll option.       Statement options (if any): h,if(isOwnedByAll())       Statement Body : macro.return = getAllPlayerNames() ; macro.return = json.union(getOwners("json"), getLibProperty("gmNames", "lib:EventMacros"))

This is the error.
However, everything works perfectly.
Thank you for your help.

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Thu Aug 10, 2017 3:22 pm
by wolph42
that took some digging, but it turned out to be multiple bugs including inside my message macro set. Fixed them. As im currently switching from b91 to 1405 i like to keep this preliminary until the actual release. So for now:
https://www.dropbox.com/s/8htpwcav3fir5 ... rptok?dl=0
here the update.

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Thu Aug 10, 2017 3:29 pm
by wolph42
Madeiner wrote:Basically, what i want is a way to have a token always shown on the map once it's been discovered, even when the characters leave. And i want said token to be completely visible when a small part of it is visible. And the token is very long but thin..
so to get this right: you have a long token in the object layer. When a PC nears that object you want it entirely cleared from FoW so that when the pc moves away it is only covered with soft fog and no longer with hard fog?? Is that right?

assuming 'yes': rarely that I say this but: I don't think its possible (to do it automatically, you can do it manually though).

edit: funny thing...as soon as I say 'can't be done' an idea pops-up in my head. So its not possible to use a function to influence the FoW, however you *can* influence VBL, so you could:
1. give players long range vision, so they can (potentially) see everything
2. then create 'VBL barriers' along the tokens they cannot yet see, hence their vision will be blocked by those barriers.
3. when a players get close enough to the token (you can use Wiki: onTokenMove ()and Wiki: getDistance()) you remove the barrier. Henceforth the player can always see the token, but not the ones not yet discovered

edit2:note that all three points can be done automatically

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Fri Aug 11, 2017 4:11 am
by Madeiner
wolph42 wrote:
Madeiner wrote:Basically, what i want is a way to have a token always shown on the map once it's been discovered, even when the characters leave. And i want said token to be completely visible when a small part of it is visible. And the token is very long but thin..
so to get this right: you have a long token in the object layer. When a PC nears that object you want it entirely cleared from FoW so that when the pc moves away it is only covered with soft fog and no longer with hard fog?? Is that right?

assuming 'yes': rarely that I say this but: I don't think its possible (to do it automatically, you can do it manually though).
Yes, but there's a catch. The long token goes through multiple rooms, each with VBL active. Don't think your solution would work unfortunately. Also, i want it to be visible over hard FOW too. The long tokens represent network connections between nodes on a cyberpunk network, inside buildings.
I was thinking of using the "always visible" function in 1.4.1.7 (when a small part of the token is exposed, all of it is visible over FOW, even hard FOW)
Maybe with an invisible "spotter" no-sight PC token positioned at the "endpoints" of these long tokens (and possibly along the length). Once the PCs come close to that, a macro would give it a very small sight radius, uncovering a part of the long token, thus keeping it visible to the newly sighted PC token and by extension, everyone else (we are using 1 client)

However, i have no idea how to do this. Maybe by having the "spotter" token invisibile (as per your macro) and making a macro so that any token that has its invisibility removed, will also receive a sight (or it was an npc with a small sight radius, and becomes a PC token). But again, no idea how to macro that.

Image
Currently, the lines are manually drawn on the drawing layer.

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Fri Aug 11, 2017 4:28 am
by wolph42
had a discussion with Jamz (the dev responsible for the always visible). He said that the always visible is drawn last (so over the FoW) which is why it disappears when you move out of sight.
Usually when something is on the background it remains visible albeith covered in soft fow.

I assume that when a line is uncovered ONLY the line is shown entirely, not the surrounding area. Its safe to assume that in that case indeed 'always visible' is your best option, you know have to device a method that: once its unconvered it remains within line of sight.
Maybe you can emulate this by creating a token that is owned by the player(s) which you place in sight of that line. Or place the token in advantage and make the players owner of that token when they uncover the line.

tested it and it works.
- the token needs to be place on the HIDDEN layer, on top of the line (so you don't see it)
- it requires vision distance of exactly one cell. Assuming 5ft per cell: "line vision: square distance=2,5"
- in darkness (so in absence of an external lightsource) it also requires a short light source: "personal: square 2,5 lumens=1"
- it MUST be a PC token
--> when the ownership is set to all players then the entire line becomes visible

edit: it can be done even easier. Instead of the extra token you can set the line itself so that the players always see it (PC, Owned by All, vision and light).
You can set them up and then set owned to none. As soon as they uncover it, you toggle the 'owned by all' (or specific player).

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Fri Aug 11, 2017 10:05 am
by Madeiner
wolph42 wrote:had a discussion with Jamz (the dev responsible for the always visible). He said that the always visible is drawn last (so over the FoW) which is why it disappears when you move out of sight.
Usually when something is on the background it remains visible albeith covered in soft fow.

I assume that when a line is uncovered ONLY the line is shown entirely, not the surrounding area. Its safe to assume that in that case indeed 'always visible' is your best option, you know have to device a method that: once its unconvered it remains within line of sight.
Maybe you can emulate this by creating a token that is owned by the player(s) which you place in sight of that line. Or place the token in advantage and make the players owner of that token when they uncover the line.

tested it and it works.
- the token needs to be place on the HIDDEN layer, on top of the line (so you don't see it)
- it requires vision distance of exactly one cell. Assuming 5ft per cell: "line vision: square distance=2,5"
- in darkness (so in absence of an external lightsource) it also requires a short light source: "personal: square 2,5 lumens=1"
- it MUST be a PC token
--> when the ownership is set to all players then the entire line becomes visible

edit: it can be done even easier. Instead of the extra token you can set the line itself so that the players always see it (PC, Owned by All, vision and light).
You can set them up and then set owned to none. As soon as they uncover it, you toggle the 'owned by all' (or specific player).

Thank you. I did the same as figured as much. I can do it manually. Now for the doing it automatically when the PC tokens come close to the line... any help there? I read the link about onTokenMove and getDistance but i'm not sure what i should do to make anything happen.
Sorry, i didn't want to bother you so much

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Fri Aug 11, 2017 10:32 am
by wolph42
best would be probably with : Wiki: canSeeToken() icw onTokenMove.

If however you want to keep things easy I would use the BoT and eventPads. These work when a token moves OVER another token (an eventPad). So in that case its not enough to 'see' the line, the player must also move over the line with its token. From that point onwards its alway visible.

In your case this would be a simple setup. You need to
This macro can be used to link an Event Macro to an EventPad

1. Create a macro e.g. "Show Line" on the lib:EventMacros token in the group:
'Event Pad Macros', containing the following code:

Code: Select all

[h: setOwner(getAllPlayerNames("json"))] 
This is activated when the Event is triggered.
2. Select an 'Event token'. This is a token which name starts with
'EventPad ' e.g. 'EventPad Line 1' (the others will thus be 2,3,4, etc. when you copy them).
This token can be placed on any layer
3. Run the macro 'Set Event Pad'
4. Pick an Event macro from the list: 'Show Line'
5. Then select the events on which this macro is triggered (I think ALL of them)
7. Click OK
7. Copy the token all over the map where required
8. Run 'Initialize Maps'

The Lines/Event Pads are now set.

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Mon Aug 14, 2017 3:44 am
by wolph42
NEW TUTORIALS:
Tutorial on setting up and using Invisibility in Maptool-BoT.

Tutorial on a Quick Setup of the BoT and the new 'choose your features' - feature. This tutorial shows you how to setup the BoT quickly and gives you a quick look at one of its recent features: choosing (and installing) only the features you want. Making the process (hopefully) a bit simpler and easier.

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.41 [INVIS. PURGE]

Posted: Mon Aug 14, 2017 6:44 pm
by wolph42
and the last tutorial for now:

Tutorial on view animation this video shows you how to set up an animation to introduce your new map to the players buy showing them a pan and zoom view of that map.

Wolph42's 'Drop-in' Bag of MT Tricks v.42 [VIEW ANIMATION]

Posted: Wed Aug 16, 2017 4:53 am
by wolph42
NEW VERSION 42 1.4.0.5+ compatible

and finally we've reached the answer to life the universe and everything!

The new Features:
Added Vew Area Animation. Three functions to create an 'animated overflight scene' for your players. On a new map you can run a macro and then all the views of the players are moved over the map while zooming in or out. The animation is based on the lastpath of a token. The macros are:
- Set View Animation: turn the last path of a token into a view area animation
- Link View Animations: link the animations of several tokens into one big animation
- Run View Animation: select the token where the animation is stored and run this macro to show the animation on ALL clients.

Exanded the invisibility functions. All available macros and corresponding functions now are:
Start Invisibility ---------> bot_startInvisibility()
End Invisibility ---------> bot_endInvisibility()
See Invisibility ---------> bot_seeInvisibility()
Saw Invisibility ---------> bot_sawInvisibility()
Purge Invisibility ---------> bot_purgeInvisibility()
Purged Invisibilit ---------> bot_purgedInvisibilityy()
Anul Invisibility ---------> bot_anulInvisibility()
Annuled Invisibili ---------> bot_annuledInvisibility()
See manual for more info concerning these macros.

Added these functions to the BoT Virtual Macro Panel. And fixed the original invisibility buttons on the campaign panel

Other stuff:
Fixed FU in bot_getTokenFacing()

Note that this version shifts compatibility from b91+ to 1.4.0.5+ I have left the former b91+ ontokenmove in place. Also the lib:eventmacros is still b91+ compatible (for now).

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.42 [VIEW ANIMATIO

Posted: Wed Aug 30, 2017 5:01 am
by Full Bleed
Is there some way to set the message box size when using bot_message?

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.42 [VIEW ANIMATIO

Posted: Wed Aug 30, 2017 5:29 am
by wolph42
can you elaborate a bit on what you exactly want? Now it just returns a coloured header with the tokens and title in it and a bordered table with the message.

basically the entire thing is a html table and these tend to size to its content. The only 'sizing' I did is to use max width (so the width of the chatbox).

So what is it you wish to achieve?

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.42 [VIEW ANIMATIO

Posted: Wed Aug 30, 2017 5:47 am
by Full Bleed
wolph42 wrote:can you elaborate a bit on what you exactly want? Now it just returns a coloured header with the tokens and title in it and a bordered table with the message.

basically the entire thing is a html table and these tend to size to its content. The only 'sizing' I did is to use max width (so the width of the chatbox).

So what is it you wish to achieve?
I wanted to be able to set a fixed width of the table in the chat window... I think I see how I can change the function to achieve that, but I'd have to add another argument. I was just wondering if there was some other trick in the function to do it without needing to change it.

Re: Wolph42's 'Drop-in' Bag of MT Tricks v.42 [VIEW ANIMATIO

Posted: Wed Aug 30, 2017 7:25 am
by wolph42
clear. No that can't be done through a parameter, but I could build it in (or you do it).