![]() ![]() I then drag the players from the init tracker onto the map. I then open up the map, in this case dungeon level one (player) They create players in the campaign, and I drag those tokens into the init tracker The connection issues were with me not inputting the ultimate key, and being in the free version. ![]() This will allow you to join as a player's view and be able to get a good idea of what your players should experience and how you can talk them through things on their end.Īnd if you need to see what they are actually seeing by having them share their screen in something like Discord, so it makes it easier to know what they are doing versus what they might be saying (always the hazard of doing computer support remotely).Īnd if you need to see what they are actually seeing by having them share their screen in something like Discord, so it makes it easier to know what they are doing versus what they might be saying (always the hazard of doing computer support remotely).Where would the share button be located?Īlso it is unity, and I am on linux. If you want to be able to test these things, launch a separate instance of FGU on your computer and connect to the session you have open (you can search for your session by putting in your account name in that upper right box when joining a campaign). And if you have Line of Sight options turned on(assuming FGU), they'll need to click on their character to see what their character has visible around them (this option you can toggle on or off by clicking the lock in upper right of the map window, then look for the little eyeball symbol ). ![]() It also allows a Player token to remember the setting if they move from one map to another.Did you share the map with them? With the map open, right click on it, find the Sharing button, then Share Record. This enables your players to apply their own lighting as long as they add the effect. In version 4.1, this applies to CoreRPG, D&D 5E, D&D 4E, D&D 3.5E, Pathfinder, Pathfinder 2E, SFRPG, DCC, Castles & Crusades, d20 Modern. This is supported in a subset of rulesets built upon our CoreRPG ruleset. Using an effect is the recommended way to add and remove lights. Adding a Token Light Using an Effect (Recommended) See the section below for the recommended way to add token lights to players wherever the ruleset supports it. Token lights added this way, however, must be re-applied every time the player token is added to a new map. Which Method to Use? This method works in every ruleset. Select from one of the built-in preset values to choose settings which work well for Torches, Candles, or LanternsĪdjust values as desired and then click on the Add Light button Select the token(s) you want to add the light to The Lighting Mode toolbar reveals a second layer of toolbar options. Navigate to the Lighting Mode on your Image Control This method allows the GM to add or remove a light source from a token. Tokens can have multiple light sources attached, although remember that light sources are additive. Add a Light Source to a Tokenīoth player tokens and NPC tokens can carry around their own light source. If a player or NPC token is using a light source, this will add to any light or ambient light already present in an area. If you have ambient lighting already and then you add dim light, Fantasy Grounds will adds these together and the result will likely be bright light. Multiple light sources in the same area will add together. This may be best where shadows are already drawn on an existing map. You can even turn off shadows if you just want to illuminate a map. You can adjust the color of the light, color of the shadows, direction of the light and length of the shadows. Walls, terrain, and shadow casters will all cast shadows based on the direction and length of shadows defined for the map. This type of lighting will illuminate any part of the map which is not masked off. There is ambient lighting that represents natural light or outdoor light. Turn on lighting and vision by clicking on the button that says Enable Lighting and VisionĪny map can have one or more types of lights added.
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