#LibActionPads v3.11.0

1 messages · Page 3 of 1

exotic hill
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If it's a fresh copy of actionpads every time it should not matter.
If you're able to share the campaign, or even an exported map that has Lib:ActionPads token on it, the failing toggle pads, I should be able to troubleshoot it.

blissful slate
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it's the left wagon

exotic hill
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I need the lib:actionpads token too please 🙂

exotic hill
# blissful slate

I only tested using method 1, but those "token roofs" worked fine for me . . .

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when you've got time (since I know you're busy now). I'd like to see this <pic>
There are two places data is stored for these things One is on the pad token, the other is on the Lib:ActionPads token, both in LibActionPads property.

blissful slate
blissful slate
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update: with a different token, it works; I will have to see if I can reproduce this in some way; it could be that I had a token with the same Name in two different maps

exotic hill
exotic hill
blissful slate
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ok, I understood the problem: I didn't notice that the token which I was using for testing was marked as "not visible to players". When I make it visible, it works as expected! Below there is a short video: the Elf is a PC, not visible, the other token above is visible.

heady thunder
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Hello, reaching out to see if I could have some assistance with the following issue:

Tokens on Map1, that go through From Portal successfully load on Map2 on the To Portal. When trying to go back through the arrival portal, it teleports the token to Map1 5,5; not onto the From Portal (which is what I would expect to occur.) If I move both portals, the From Portal continues to successfully have the tokens land on the To Portal on Map2. However, the To Portal teleports the tokens back to Map1, but on the X,Y coordinates that the portal was on. For example, moving the To Portal to 6,1 results in the tokens landing on 6,1 on Map1.

Steps:
Step On -> Create Step On Portals
Resize to Large
Click On Red "To" Portal
Toolbox -> Move Token To Map -> Select Map2, 5, 5
Move token between portals

MT 1.18.6
ActionPads 3.11.0

I'm sure that this is user error but, for the life of me, cannot figure out what missteps I am making. Any guidance would be greatly appreciated.

exotic hill
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I did get one bug to chat that I'll need to chase down. I only got it the first time so far

Error trace : APmoveToken@Lib:ActionPads <<< macroLink```

I am also aware of a known issue when *not* using Lib:Slide (I need to open a bug report or I'll end up forgetting).  It goes like this, if you drag your token past a portal, it does teleport but it also continues to run the same path, so you're token ends up, initially, in the right place but before you see this, it moves to the "end" of it's path and that x,y location is driven by the prior map.

I've tried to demonstrate this *bug* in the attached video.
You'll also see when this occurs, the token does not register *leaving* the portal so you have to *walk over it twice*.

I'm hoping to finish an update to MonsterMaker and then can focus on this to clean up some of these bugs.
heady thunder
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Thank you. Looking up Lib:Slide (for a link) pulls up someone else reporting this issue. My apologies for missing it. Appreciate your quick and detailed response!

exotic hill
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Just to make aware, there will be some onTokenMove adjustments and Lib:Slide may not be your thing ;).

heady thunder
# exotic hill Just to make aware, there will be some `onTokenMove` adjustments and Lib:Slide *...

At first glance, I have no issues with using this to resolve the continued pathing issue you confirmed. Even if I did have issues, it allows me to move on with player automated map changes. I'm running DotMM in person and am using MT to represent the party exploring the dungeon as a whole as it helps convey how massive it is. Everything else is theater of the mind or physical dice.

Thank you greatly!

willow nimbus
# heady thunder At first glance, I have no issues with using this to resolve the continued pathi...

DotMM is quite the undertaking of an adventure. Just curious which VTT maps you're using to run it?

I plan to run it eventually, but I foresee it being a -lot- of work to fully integrate into the way I run my D&D sessions in MT, and it will -definitely- be heavily dependent on AP's features to handle all the teleportation pads/portals to different levels/areas, spinners, traps, environmental transformations, etc.

stark jacinth
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So. Small thing. I was curious if there was a known thing about this, but I move all the player tokens as a GM, they don’t move their own tokens.

There has been a consistent issue where a few specific doors on my map cause all of their tokens to disappear when I toggle the door. They’re all simple doors, attached to a custom image. I need to do more troubleshooting (it happened during the game so I didn’t get to troubleshoot it intensely) but wondered if this was just a configuration issue on my end

exotic hill
stark jacinth
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Gm can still see them but the players cannot

exotic hill
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I'm trying to think of things that would cause that . . .
This occurs by just opening a door?

stark jacinth
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Mhm. Regardless of where the tokens are on the map

exotic hill
# stark jacinth Mhm. Regardless of where the tokens are on the map

but the action is, someone clicks to open a door and the tokens disappear.
There are macros and hidden actions that can be set on door clicks. How hard would it be to rebuild those doors as just a check / confirm ?

Offhand, I can't think of anything AP is doing that would cause it. When it occurs, or if you can duplicate it in a test, I'd check token ownership, player token visibility, etc . . .

stark jacinth
exotic hill
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And this is with ActionPads v3.11.0 and you don't have any other lib:door libraries or add-ons?
Is lib:elevation installed?

stark jacinth
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I know it doesn’t affect token ownership or vision, but it MAY have been turning off their visibility

upbeat nymph
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Are you logged in as GM? As a player, if you have no owned tokens on map then tokens will disappear.

stark jacinth
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Removing and re-making the door appears to have fixed it tho

exotic hill
# stark jacinth Im attaching a video

Thank you for this, I will use this in an attempt to duplicate the issue, are all those tokens no-snap and PC tokens or were any of them something else?

stark jacinth
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My server settings

upbeat nymph
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If you have a token selected, it will show the vision of that token and if it can't see...

exotic hill
# stark jacinth Token wasn’t selected tho

It was more to say, if a player does not have a token selected, depending on vision settings, until you make it visible for them, they may not see their own token to select it. Day, Night, sight, and light all come in to play.

stark jacinth
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Ah

exotic hill
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@willow nimbus I recently saw your question regarding Indiana Jones and the rolling rock trap.
For this setup, I created 5 traps, made the trigger pads, linked them all together to one "disable" pad. Then placed the golden treasure on the disable pad, and made the gold an "interaction" pad so when you click, it moves to the hidden layer and when that happens, it activates all the triggers, it looks like this. You have to check each trap to see if there was a "hit" or not. During trap animation I check each movement, the x,y,w,h and see if it overlaps with the token, that would be a hit 🙂

willow nimbus
# exotic hill <@662846367831556096> I recently saw your question regarding Indiana Jones and t...

Oh man, that is -so- cool! Love the way the boulder is actually spinning! Coincdentally, even though I believe that post was quite a while ago, I'm running a map by Morvold Maps right now that -is- the Indiana Jones temple redone. It was a fan vote thing that the cartographer selected in the challenge. It's been pretty fun to run so far: A pit trap with swarms of snakes and a medusa in the underground area they land in, mummy lords in various sarcophagi, scarab swarms, etc. I don't know if they've 100% figured out it's a general replica of the idol temple, but if they haven't, they will very soon. lol

royal pebble
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I'm having issue with simple door, they do not block movement nor line of sight.

exotic hill
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If you're using the new walls. There are no functions to get/put those so you'd have to use the old walls to support doors.

royal pebble
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Right so you have to draw a thin line of VBL and MB where you want the door to be?

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Is there a way to delete a simple door? When i delete the object (door) the little icon with option stays behind.