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Moderators: dorpond, trevor, Azhrei
You guys are killing this.wolph42 wrote: ↑Fri Aug 14, 2020 7:44 amnice if things go parallel without communication. Here's the first official release (with apparently the wrong graphics). It turned out quite a hefty update but I got everything working. Players can now have their individual tracker and can set their own settings, next to that its distance per cell compliant (and lots of other stuff). MotionTracker_Rev_W42_V2.cmpgn
You can already see how big it is and how far away.Full Bleed wrote: ↑Fri Aug 14, 2020 8:34 ama) Can the dot objects in the overlay have tooltips or, even better, some way to "click" on them and bring up additional information about the object?
Wiki: isVisible() doesn't do that?
With round tokens when you rotate the facing you have to actually move the token before the detector updates (it doesn't do it on facing changes.) And while it's quite clever the way it currently works and can appreciate the technical feat, it's not particularly intuitive since once the orientation of the detector diverges from the actual screen you have to constantly be reorienting yourself and trying to associate what you can seeing with what you can't (which is harder at a different heading.) It's why most games with mini-maps give you the option to lock them and/or show facing in them.2. thats already possible, just rotate the token itself and the viewport changes accordingly
This is, like some of what I mentioned above, more about more easily getting oriented and understanding what the motion detector is showing you. If you can click on a dot and the name of the token it's associated with were to pop-up you can then more easily sync up what you see on the screen. For example, in front of you are 3 xenomorphs and 4 marines. But your detector is reading 9 objects. So you know there are 2 hidden things. It's crowded, the detector's facing doesn't match the screen, you can't update the motion detector without moving, you have to align what you can see against what you can't to try and figure out what you're missing and where it is on the map... it's not easy. If a click could just produce the name of the token it would be helpful for orientation... but I suppose if you could enter in properties that the click could pull up that could be used too (maybe this could be used to sense creature types, like undead, or see invisible, or astral, etc. Knowing why you can sense something but not see it could be useful information when clicking on something.)bubblobill wrote: ↑Fri Aug 14, 2020 1:10 pmYou can already see how big it is and how far away.Full Bleed wrote: ↑Fri Aug 14, 2020 8:34 ama) Can the dot objects in the overlay have tooltips or, even better, some way to "click" on them and bring up additional information about the object?
Clicks and tooltips are doable, bearing in mind that the information would be loaded for every token in sight and not checked at the time of clicking/hovering, what info would be beneficial to add? Range and size values could be done pretty easily.
Great feature!
Cool. I think that will help address some of the orientation issues I had above. But, the re-orienting of the dots based on facing doesn't work in this version (so it's only working when facing "north".)I also added a quick javascript function to hide/show names for dots and attached it to the second button.
Thought of another tidbit of optional info that might be nice on hover/click: actual distance.I found that :hover effects failed on blips near the center of the map when the 'sweep' animation scale contained the blip, so that functionality might need some work to make hover/click info available for the blips.
Sweet. I think it's much better to have that visibility differentiation.
Code: Select all
[r, dialog5("test"):{['<html> all the svg stuff </html>']}]