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If that means "a few other objects, within some margin of error", then its fine. That would mean putting the events on object drop/move, checking per frame (both the invisible objects plus the other ones, it has to go both ways) with a sq distance function.
If that means it needs to be exact with a large amount of objects, its going to run into perf issues. Simply put, checking per frame on those situations is going to be very heavy on the host computer, which will result in lag for everyone.
Does it appear with cubes or only with specfiic objects?
Also, the GM is not grey, but black. Grey is espectator.
Thanks!
@stups I specifically dont want that as this was made for Kriegsspiel where the umpire may need to share screenshots where such thing should not be indicated. However, if you want, it's only adding "obj.setColorTint(Color(255, 255, 255, 128))" to the code in the hide for all but black.
Is there a way to incorporated this into an existing game (copy and paste...?)
The right click menu now has a hide all that hides to everyone but the DM (Black) and a reveal all that reveals to everyone.
Furthermore, you can now select multiple pieces and toggle visibility of each color at once by clicking in any of them and selecting the box, the code will detect which ones are selected and will update them.
Finally, there's also a blue area where you can drop your tokens so they adquire the functionality. So you can get all your minis and tokens, drop them there, and then Save them again, they will have the code.
@luft That's possible, you can simply assign the script to all object loads (this may be problematic if the object has other scripts) or doing from object load from global context. However both of them require doing it from the mod script and not any particular object, so I cannot do it generically from this mod.
I could create a box where it transforms the object, so you can just dump them in the box and they get all behavior. Not super automated but at least it would be fast.