Thread: Line of Sight and Portcullises
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November 8th, 2019, 01:41 #11
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November 9th, 2019, 05:13 #12
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In another VTT, I used multiple small circles to represent a portcullis, then placed my LOS layer circles in the same spots. One dedicated player managed to squeeze through after a time, but it made a good visual effect and obstructed movement for the most part.
I have not tried this yet in FGU, but it may be a work-around.
Window and curtain options sound like good future features.
Really enjoying FGU thus far. Thanks devs and fellow testers!
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November 9th, 2019, 05:20 #13My extensions for 3.5e and Pathfinder
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November 9th, 2019, 13:12 #14
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Your note here also poses another interesting sidepoint used in many adventures. What about a hole that is not big enough for a medium or large sized creature, but big enough for a smaller creature?
i.e. Human v. gnome; Giant v. Human; Gnome v. Swarm of diminutive or tiny creatures; etc.
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November 10th, 2019, 11:46 #15
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You think something alike "Gristlemill"
Nice idea, thank you for it
FGU porcullis example.png
Unfortunatelly, this won't work. I try it add as separate wall option and then show/hide but without influence.
Maybe later it will work.Last edited by MarianDz; November 10th, 2019 at 12:05.
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November 10th, 2019, 19:09 #16My extensions for 3.5e and Pathfinder
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December 16th, 2022, 21:42 #17
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Use window as Line Of Sight type. Closed window prevents moving but allow players to see through it. You can shift click it too to lock it and prevent players of opening it.
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December 17th, 2022, 06:28 #18
Can you use a locked window? (I was thinking about this earlier today, funny enough.) I can't remember, will a closed window block movement and/or line of sight?
Last edited by estrolof; December 17th, 2022 at 06:31. Reason: Additional thought
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December 17th, 2022, 08:40 #19
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December 19th, 2022, 20:37 #20
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You guys are correct about the window features, however that functionality did not exist in 2019 when this thread was created.
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