Motion Tracker - Just like in Aliens®

These are tools and utilities that make it easier to run games. This includes Lib: macro tokens dropped into MapTool to manage the game, a conversion file for CharacterTool to allow use in MapTool, or just about anything else you can think of -- except graphics with macros and anything specific to a particular campaign framework. Those are already covered by the Tilesets subforum and the Links and External Resources forum.

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Apollo
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Re: Motion Tracker - Just like in Aliens®

Post by Apollo »

Hey all, I'm new here and I just found this, so far I've gotten to the point where I Can activate the motion tracker but I Want to be able to set it up to where I can give these macro properties to my players who will be using individual tokens and they all have motion trackers, how would I implement that? I also noticed that saved settings are not often saved, and I Want to go to the old school look of the motion tracker from Aliens, but all I get whenever I save is ' unkown Library token "lib:motion_tracker"" ' and ' Error trace : "form_Process@lib:motion_tracker" <<< macrolink' any help would be appreciated

Apollo
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Re: Motion Tracker - Just like in Aliens®

Post by Apollo »

hey, quick update, I managed to figure out how to import the token macros to the player tokens, I Just need to figure out how to get the macro to work with the token, it looks like the main issue is the name differences between the default motion tracker macro and the new player motion tracker that I imported, any pointers would be nice.

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aliasmask
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Re: Motion Tracker - Just like in Aliens®

Post by aliasmask »

You shouldn't need to move the macros to another token. I've taken a look at the code and I'm guessing there is a problem with bot_execAllPlayers macro call because it stops after that. Debugging shows nothing else is done after that call. The token settings are stored on the lib token. After moving macros to campaign window and changing the "apply to select" to checked for macros, it then creates a "start tracker" on the token and adds the settings to the lib token. That's about as far as I got. The execAllPlayers should run updateTracker macro, but it's not. I'll have to take a closer look at execAllPlayers and if nothing else change some code to get it to make the macro call.

If you want to try this yourself, I'm using these tools to debug it: https://drive.google.com/drive/folders/ ... ZbjrkH7SoA

lib:tokenManager and lib:players.

RPEdit helps with import/export macro code to notepad++ (in signature)

Specifically, I move Debug On, Debug Off and DebugLogging to campaign window. debugLogging changes all the macros adding a 1st and last line to list macro name in maptool.log file. TokenManager lets me look directly at lib token properties, even the hidden ones.

Apollo
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Re: Motion Tracker - Just like in Aliens®

Post by Apollo »

I'm trying to get those macros onto tokens for my players since each one will have motion trackers. Like in the Aliens franchise.

beacon104
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Re: Motion Tracker - Just like in Aliens®

Post by beacon104 »

Hello I'm looking to use this code but I've had trouble to get it to work when looking south and I want to know what could be causing that and possible fixes.

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bubblobill
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Re: Motion Tracker - Just like in Aliens®

Post by bubblobill »

Message received.
It's been a long time but I'll see if I can decipher my code and get it to work.
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Responsible for less atrocities than most... I do accept responsibility for these though: SmartDoors, Simple d20 Framework - barebones, Drop-in: All 3.5 SRD Monsters, Drop in: Simple Character Editor, Battletech Framework

Apollo
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Re: Motion Tracker - Just like in Aliens®

Post by Apollo »

quick update, token gives and unexpected error when opening saved campaign that has the motion tracker, here's the error details

net.rptools.maptool.model.library.LibraryNotValidException: Lib:Token can no longer be found.
at net.rptools.maptool.model.library.token.LibraryToken.findLibrary(LibraryToken.java:401)
at net.rptools.maptool.model.library.token.LibraryToken.getProperty(LibraryToken.java:430)
at net.rptools.maptool.model.library.token.LibraryToken.getProperty(LibraryToken.java:449)
at net.rptools.maptool.model.library.token.LibraryToken.<init>(LibraryToken.java:159)
at java.base/java.util.stream.ReferencePipeline$3$1.accept(Unknown Source)
at java.base/java.util.stream.ReferencePipeline$2$1.accept(Unknown Source)
at java.base/java.util.ArrayList$ArrayListSpliterator.forEachRemaining(Unknown Source)
at java.base/java.util.stream.AbstractPipeline.copyInto(Unknown Source)
at java.base/java.util.stream.AbstractPipeline.wrapAndCopyInto(Unknown Source)
at java.base/java.util.stream.AbstractPipeline.evaluate(Unknown Source)
at java.base/java.util.stream.AbstractPipeline.evaluateToArrayNode(Unknown Source)
at java.base/java.util.stream.ReferencePipeline.toArray(Unknown Source)
at java.base/java.util.stream.ReferencePipeline.toArray(Unknown Source)
at java.base/java.util.stream.ReferencePipeline.toList(Unknown Source)
at net.rptools.maptool.model.library.token.LibraryTokenManager$TokenEventListener.lambda$tokensAdded$1(LibraryTokenManager.java:96)
at java.desktop/java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.desktop/java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
at java.base/java.security.AccessController.doPrivileged(Unknown Source)
at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.desktop/java.awt.EventQueue.dispatchEvent(Unknown Source)
at net.rptools.maptool.client.swing.MapToolEventQueue.dispatchEvent(MapToolEventQueue.java:54)
at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.run(Unknown Source)

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bubblobill
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Re: Motion Tracker - Just like in Aliens®

Post by bubblobill »

Not surprised the campaign failed, tis ancient and I wouldn't trust its thinking.
I have gone through the lib token and managed to get it working again. Unfortunately the sad state of my coding expertise four years ago means it is also unwell and not running at an acceptable speed. Going to play with it for a bit and see if I can't get it feeling spritely again. Will post new version once it is sorted.
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Responsible for less atrocities than most... I do accept responsibility for these though: SmartDoors, Simple d20 Framework - barebones, Drop-in: All 3.5 SRD Monsters, Drop in: Simple Character Editor, Battletech Framework

Apollo
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Re: Motion Tracker - Just like in Aliens®

Post by Apollo »

thank you so much for looking back at this, it really means a lot that you're willing to go back and return to this absolute gem of a project.

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bubblobill
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Re: Motion Tracker - Just like in Aliens®

Post by bubblobill »

Okay. It works again, and I added some bells and whistles. New version added to original post.
Not fully tested but you get what you pay for.
Firstly this
image_2024-08-23_011654420.png
image_2024-08-23_011654420.png (13.02 KiB) Viewed 384 times
You can place the token buttons on a token so a player can run it from the selected panel, thus
image_2024-08-23_011841702.png
image_2024-08-23_011841702.png (8.2 KiB) Viewed 384 times
Or you can stick the campaign buttons in the campaign panel and run it from there.

Running from the token makes more sense because it means you get a tracker based on that token. Normally the tracker runs on a single selected token. As a GM you could be opening inappropriate trackers on all sorts.

You can now choose between a few different sounds or turn sound off.

You will probably get error messages relating to "reselect" which apply to the shared tracker implementation which was coded by someone else and just confuses me. If it bugs you then edit the reselect macro and delete the code.
Last edited by bubblobill on Sat Aug 24, 2024 3:26 am, edited 1 time in total.
Bubblobill on the forum.
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Responsible for less atrocities than most... I do accept responsibility for these though: SmartDoors, Simple d20 Framework - barebones, Drop-in: All 3.5 SRD Monsters, Drop in: Simple Character Editor, Battletech Framework

Apollo
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Re: Motion Tracker - Just like in Aliens®

Post by Apollo »

THank you so much, this is so much from you, and I Get what you mean, you get what you paid for, and we haven't really paid anything, this is a blessing from you.

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bubblobill
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Re: Motion Tracker - Just like in Aliens®

Post by bubblobill »

Original post updated to v4.5.
Fixed token facing bug and removed a couple of niggling output issues.
Working properly on the one test I did.
Bubblobill on the forum.
@Reverend on the MapTool Discord Server

Responsible for less atrocities than most... I do accept responsibility for these though: SmartDoors, Simple d20 Framework - barebones, Drop-in: All 3.5 SRD Monsters, Drop in: Simple Character Editor, Battletech Framework

Apollo
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Re: Motion Tracker - Just like in Aliens®

Post by Apollo »

I don't mean to be over-asking, but I Want my players to be immersed in the audio, so if there's a possibility for that it would be appreciated.

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aliasmask
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Re: Motion Tracker - Just like in Aliens®

Post by aliasmask »

That would require more than an audio playback. First is would need to sync with the visual, then I imagine you would need it to have different sounds based on the detection. It's possible and easy enough to add audio, but the two things above would break immersion, imo. And as a player, waiting between turns the sound would get annoying and they'd turn it down/off.

Apollo
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Re: Motion Tracker - Just like in Aliens®

Post by Apollo »

How would it break immersion? oh, I Get it, waiting between turns for combat and all that, well...GURPS combat is quite fast compared to D&D, sure, there's extra steps, but it's all simple in the end, and there isn't too much to consider what to do.

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