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Kaboom and walls

I am using Kaboom for the first time and it says it respects walls, but it doesn't. I have entered the --walls command and the  chat tells me it now respects walls, but then my players just blow right through the walls. Anyone else having this problem? They all started inside the walls. I entered the following:  !Kaboom 10 10 scatter --walls and they blew right through/into them... Am I maybe doing something wrong? 
I can test it later but one thing that comes to mind that might be an issue, do you have your map's setting "Lines Block Movement" enabled? I'm not super familiar with this mod, but that is the first place my mind goes to.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
It's also possible that kaboom was set up to handle the old style of wall. Jumpgate uses a new object type for walls.
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The Aaron
Roll20 Production Team
API Scripter
Keith is exactly correct.  KABOOM needs to be updated to work with Jumpgate's PathV2 objects.
Aikepah said: I can test it later but one thing that comes to mind that might be an issue, do you have your map's setting "Lines Block Movement" enabled? I'm not super familiar with this mod, but that is the first place my mind goes to. yes. I always have that on.
The Aaron said: Keith is exactly correct.  KABOOM needs to be updated to work with Jumpgate's PathV2 objects. And who does one have to shower with flattery and praise to make that happen?
The Aaron said: Keith is exactly correct.  KABOOM needs to be updated to work with Jumpgate's PathV2 objects. Also, your Token Mod API and another API Token Controller are basically teaching me the building blocks of how to code js, so thanks for that!
In case the Kaboom person sees this post and responds... There is another general problem. Yesterday, this was working... Now it's not. They walk over the trap and the script doesn't trigger. The traps trips, but no kaboom. I don't quite understand why it worked yesterday and not today... Any ideas? I am using a token that is attached to a character sheet.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
That script has not been updated in 9 years. I think you can petition anybody. Hopefully someone has the time and bandwidth.
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Edited 1771639782
Gold
Forum Champion
Ischkiara said:  I don't quite understand why it worked yesterday and not today... Any ideas?  Do you know about the Restart Sandbox button? Using API's it's not super-unusual to need to occasionally hit "Restart Sandbox".  It's on your API page, which is outside the game, so it is useful to keep that page open in a separate browser tab.   If you have an API Mod that is working and suddenly stops doing what it was doing, then click Restart Sandbox
yes I had restarted it like 6 times and it hadn't done anything. Just, all of the sudden started working
keithcurtis said: That script has not been updated in 9 years. I think you can petition anybody. Hopefully someone has the time and bandwidth. that's too bad, hopefully they will update it. What do you mean "petition" someone? (SUPER new to all of this!).
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Ischkiara said: keithcurtis said: That script has not been updated in 9 years. I think you can petition anybody. Hopefully someone has the time and bandwidth. that's too bad, hopefully they will update it. What do you mean "petition" someone? (SUPER new to all of this!). Unfortunately, I just meant "ask". You can ask here, in Reddit, In the Roll20 Discord and so forth. Honestly, the decision to do a Pathv2 object coordinate flop mystifies me.
I don't know what a  Pathv2 object coordinate flop is! :P
1771692264
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Before the latest version of the VTT (used to be called Jumpgate), all the line shapes you drew were actually a type of object called a path , by the API Mod script system. The new VTT ushered in a lot of cool new toys, but for some reasons, the person who re-factored paths decided to invert the coordinate system (y0 is at bottom left instead of top left): pathv2 . This might have been to make development easier, I honestly can only speculate. This means that any scripts that deal with paths and knowing where they are has to perform a mathematical transformation if they are going to support both path and pathv2 . It is intensely frustrating for maintaining continuity of scripts, but it is the way it is now. You can now only draw pathv2 objects. You could run an old legacy game if you have one to copy (you can't create them from scratch anymore). You would gain a few advantages like KABOOM compatibility, but lose the huge collection of new features available on the modern VTT.
oh no way. I am DEEEEP into a campaign and going back to the old system would be disastrous, it would b easier to learn how to code and change the Kaboom API script myself! :)
The Aaron said: Keith is exactly correct.&nbsp; KABOOM needs to be updated to work with Jumpgate's PathV2 objects. Hey since I have your attention for a second, any chance I could get you to look at this question for me?&nbsp;&nbsp; <a href="https://app.roll20.net/forum/post/12682902/its-a-trap-with-tokenmod" rel="nofollow">https://app.roll20.net/forum/post/12682902/its-a-trap-with-tokenmod</a>