Search found 68 matches
- Thu May 21, 2009 12:15 pm
- Forum: Bug Reports
- Topic: [1.3b56] setSightType() not working as expected
- Replies: 12
- Views: 1210
Re: [1.3b56] setSightType() not working as expected
OK, I tried something else, hoping to figure out a way around this bug. I moved the setSightType() calls out of the main macro on the Lib:Token and called them from the originating macro on the Player token. Here is the new macro on the player: [macro("Front@Lib:Token"):""] [macr...
- Thu May 21, 2009 11:21 am
- Forum: Bug Reports
- Topic: [1.3b56] setSightType() not working as expected
- Replies: 12
- Views: 1210
[1.3b56] setSightType() not working as expected
If I have multiple setSightType() calls in a macro the output is not what I would expect. I am trying to switch to a cone shaped sight temporarily to check to see if targets are within a certain area. I had originally tried with GetTokenNames() using offsets but it was too slow. The issue is that if...
- Wed May 20, 2009 12:52 pm
- Forum: Macros
- Topic: getTokenNames() with offsets is very s..l..o..w
- Replies: 20
- Views: 1693
Re: getTokenNames() with offsets is very s..l..o..w
has anyone else seen or been able to reproduce the error I am seeing with multiple calls to setSightType() within the same macro? It looks like they are not being done in the proper order or at the right time to do any calculations based on the temporary sight type.
- Tue May 19, 2009 11:41 pm
- Forum: Macros
- Topic: getTokenNames() with offsets is very s..l..o..w
- Replies: 20
- Views: 1693
Re: getTokenNames() with offsets is very s..l..o..w
Using multiple Visions + macros to switch, you could have a "Normal vision" for sight purposes. Then, when you figure "hey, I am going to shoot something on my port side", you switch to the Port vision type and run the macro to get all valid targets based on what's visible. I ha...
- Mon May 18, 2009 9:30 am
- Forum: Macros
- Topic: getTokenNames() with offsets is very s..l..o..w
- Replies: 20
- Views: 1693
Re: getTokenNames() with offsets is very s..l..o..w
I had first thought of using the conic vision, but not being able to see the other ships in play was a deal breaker.
- Mon May 18, 2009 8:30 am
- Forum: Macros
- Topic: getTokenNames() with offsets is very s..l..o..w
- Replies: 20
- Views: 1693
Re: getTokenNames() with offsets is very s..l..o..w
OK, sorry I haven't replied till now. Yesterday was spent rebuilding my garage. Can you explain the game rule that requires this? It might help with finding a more streamlined solution. The game rule is such that players attackable area is figured as a cone that goes out from the front of the player...
- Sun May 17, 2009 8:52 am
- Forum: Macros
- Topic: getTokenNames() with offsets is very s..l..o..w
- Replies: 20
- Views: 1693
getTokenNames() with offsets is very s..l..o..w
I understand that what I am doing with this function is a bit extreme. But I am wondering if anyone knows of any way to optimize my macro? I am using the getTokenNames() function with a fairly large offsets array. The game I am developing for needs a way for me to know if a target is within a certai...
- Fri May 15, 2009 11:32 am
- Forum: MapTool
- Topic: MT and linux
- Replies: 6
- Views: 516
Re: MT and linux
You also have to set the "execute" flag on the .sh file. If you are using Ubuntu you can do this by right clicking on the Launch MapTool.sh and click on Properties then in the Properties window, click on the Permissions tab and make sure that the Execute checkbox is checked.
- Wed Apr 22, 2009 7:45 pm
- Forum: Bug Reports
- Topic: [1.3b55] Setting portrait size to 0 make statsheet not show
- Replies: 8
- Views: 594
Re: [1.3b56] Setting portrait size to 0 make statsheet not show
In 1.3b56 the behavior is still not as I would expect based on the text in the configuration panel. Screenshot-Preferences.png It looks to me that the behavior of this should be that if you set the "Statsheet Portrait Size" to 0 it should disable portraits, but that if you leave the checkb...
- Tue Apr 21, 2009 9:16 pm
- Forum: Bug Reports
- Topic: [1.3b55] Setting portrait size to 0 make statsheet not show
- Replies: 8
- Views: 594
Re: [1.3b55] Setting portrait size to 0 make statsheet not show
Well if that is the case, why does the label still show? Also in the preferences it says "(Set to 0 to disable portraits)". It appeared to me that that meant that ONLY the PORTRAITS would be disabled.jfrazierjr wrote:Not a bug... this is how it was designed to work.
- Tue Apr 21, 2009 10:18 am
- Forum: Bug Reports
- Topic: [1.3b55] Setting portrait size to 0 make statsheet not show
- Replies: 8
- Views: 594
[1.3b55] Setting portrait size to 0 make statsheet not show
If you set the portrait size to 0 in preferences it does not just disable the portrait, it disables the entire statsheet.
- Mon Apr 20, 2009 2:46 am
- Forum: Resolved
- Topic: [1.3b55] True/False works 1/0 doesn't
- Replies: 10
- Views: 908
[1.3b55] True/False works 1/0 doesn't
I am running Sun Java 6 in Ubuntu 9.04 Linux. The following macro WORKS: [h: cond = '{ range: {upto:6, useDistance:0}, visible:true }'] [getTokenNames(",", cond)] But this macro does not [h: cond = '{ range: {upto:6, useDistance:0}, visible:1 }'] [getTokenNames(",", cond)] I get ...
- Mon Apr 20, 2009 12:50 am
- Forum: Feature Requests
- Topic: [1.3b55] Drawing layer that interacts with vision
- Replies: 0
- Views: 204
[1.3b55] Drawing layer that interacts with vision
I had originally asked about this almost 2 years ago and forgot about it till it came up again in one of my games recently. Basically what I'd love to have is a drawing layer that is visible to players ONLY if it is within their "vision". An example of this feature in use would be if the p...
- Mon Apr 20, 2009 12:16 am
- Forum: Feature Requests
- Topic: [1.3b55] Use variables in Light Properties
- Replies: 0
- Views: 216
[1.3b55] Use variables in Light Properties
I would love to use variables in Light Properties the same way as in Token Properties, especially on auras. I have a game where I would like to use auras to show the targetable range for a token, but it is based on one of the tokens stats. If I could just put in "Front : aura cone arc=60 {Firep...
- Fri Apr 17, 2009 8:54 am
- Forum: Feature Requests
- Topic: [1.3b55] Clickabe links in object "Notes" popup
- Replies: 5
- Views: 764
[1.3b55] Clickabe links in object "Notes" popup
As you can see in my attached image, links are already displayed in the Notes popup but they are not clickable. would it be possible to make the popup more interactive? Allowing for clicking on the links? This would allow for putting macrolinks in and allow for interactive objects. I am imagining do...