Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Another dynamic lighting and token question

So I was getting nowhere with dynamic lighting; my players were just seeing black screens. That was until I made the token with the light controllable by all. Hey presto light appears. However, I don't want my players to be able to move the light source all around the room. Is there a way to make it controlled only by me, but the light still visible to all? Legacy lighting had an option "Light visible to all", which did this. Any help much appreciated
1626273469
The Aaron
Roll20 Production Team
API Scripter
It sounds like your player tokens don't have vision.&nbsp; Here's a UDL checklist you can follow to make sure you have things set up correctly:&nbsp;<a href="https://help.roll20.net/hc/en-us/articles/360044771413-Dynamic-Lighting-Checklist" rel="nofollow">https://help.roll20.net/hc/en-us/articles/360044771413-Dynamic-Lighting-Checklist</a>
Here's another checklist for vision settings: Make sure you are using Chrome or Firefox. Make sure you are set to only use either Updated Dynamic Lighting&nbsp; or &nbsp;Legacy Dynamic Lighting, not both. Token must have vision enabled. Token must be 'controlled' by the player who is checking vision. You should use a ' dummy account ' in order to see changes live/instantaneously when you make them as GM. There are other benefits as well (streaming, testing macros and other tricks, resetting the game URL). There needs to be a light source. Tokens always emit light from the center of the token -- in LDL it comes from a small point in the center of the image, and in UDL it comes from a circle that is some small percentage of the image size -- so if you set the map image as a light source, you'll get some funky behavior. Token and light source need to be on the correct layers. Make sure you don't have a Fog of War/Permanent Darkness layer on. Make sure you don't have Advanced Fog of War/Explorable Darkness blocking vision. Page 'Cell Width' settings can have an affect on a token's vision, especially if the 'light multiplier' is set to something other than 100%. Switch the Cell Width to '1' and see what happens. Check random other page settings, such as 'Restrict Movement'&nbsp; Regarding #6: once you've got your player tokens set up correctly, you can put the light sources on the Token layer, Map layer, or &nbsp;Dynamic Lighting layer.&nbsp; The only layer they won't work on is the GM layer.&nbsp; The player tokens need to be on the Token layer.
Thanks for the help. Maybe I should clarify things a bit. I am using a very basic setup running a 1st edition ad&amp;d game. My players don't have tokens, I just use roll20 to make dice rolls and display maps. I am using dynamic lighting to basically only show the part of the map/dungeon that the players are in. So I have the whole map on the map layer and a single light token which I move around as they move from place to place. I could do something similar just by revealing a bit of the dungeon as they move (and I have been doing that til now) but lighting gives it a more atmospheric effect. That being the case I don't understand point #4 above "token must be controlled by the player checking vision". That's exactly what I want to avoid; having all my players be able to move the light. However, in my experiments so far that is the only way I can make the light appear. If I set it to controlled by me only, only I see the light. Once I change it to "controlled by all" everyone sees the light.
Given your intended setup, I imagine your best solution is a social one: "Please don't move the party token/light token." Alternatively, you could move two tokens in tandem, an unobtrusive or invisible token (with vision) controlled by the party and a light token controlled by you.
Sarah Rebecca Cohen said: Given your intended setup, I imagine your best solution is a social one: "Please don't move the party token/light token." Alternatively, you could move two tokens in tandem, an unobtrusive or invisible token (with vision) controlled by the party and a light token controlled by you. Andrew W. said: Thanks for the help. Maybe I should clarify things a bit. I am using a very basic setup running a 1st edition ad&amp;d game. My players don't have tokens, I just use roll20 to make dice rolls and display maps. I am using dynamic lighting to basically only show the part of the map/dungeon that the players are in. So I have the whole map on the map layer and a single light token which I move around as they move from place to place. I could do something similar just by revealing a bit of the dungeon as they move (and I have been doing that til now) but lighting gives it a more atmospheric effect. That being the case I don't understand point #4 above "token must be controlled by the player checking vision". That's exactly what I want to avoid; having all my players be able to move the light. However, in my experiments so far that is the only way I can make the light appear. If I set it to controlled by me only, only I see the light. Once I change it to "controlled by all" everyone sees the light. I'll agree with Sarah that asking your players not to move the token is the best approach.&nbsp; You might make this a little easier by using a transparent .png token, and give it a GM-only aura, so you would see where the token was, but the players wouldn't see it -- they'd still be able to click on it and move it but it wouldn't be visible so that might reduce their need to move it. Unfortunately there's no way to give a player 'view only' access to a token. And if you have DL on and you're not using Daylight Mode, your players won't see anything without a token that has vision turned on that they are set to control.
1626281349
Kraynic
Pro
Sheet Author
This really sounds like a style of play where it might be better to just use regular Fog of War, and reveal what you want them to see as you go.&nbsp; No dynamic lighting required.&nbsp; No tokens required.
Ok. Thanks. Is there any other workaround here? Eg if I were to create a set of tokens for my players, one for each, could I just position them somewhere on the page and give each token the "see light" option? The tokens would never move or be of any use other than to allow each player to see the light? Running the risk of players moving the light is then last option id go for. They wouldn't move it intentionally but a time is bound to come when they accidentally move it and reveal something they should not see. I'd rather keep control of that.
Andrew W. said: Ok. Thanks. Is there any other workaround here? Eg if I were to create a set of tokens for my players, one for each, could I just position them somewhere on the page and give each token the "see light" option? The tokens would never move or be of any use other than to allow each player to see the light? Running the risk of players moving the light is then last option id go for. They wouldn't move it intentionally but a time is bound to come when they accidentally move it and reveal something they should not see. I'd rather keep control of that. What you could do is create a ‘Player’ token that has sight but not light, and a separate ‘Light’ token that produces light but the players can’t control it. So they would be able to move their token around but wouldn’t be able to see anything that you haven’t lit up.&nbsp; I would encourage you to use a transparent .png for both of these still.&nbsp;
Thanks, Jarren. I will try that. Kraynic. Thanks for the suggestion. I don't want to use Explorer mode because it will permanently reveal parts of the map the players have been to. My players keep a map themselves (prone to errors and mistakes) which would become redundant if a permanent record of the dungeon was always visible.
1626369995
Kraynic
Pro
Sheet Author
Andrew W. said: Kraynic. Thanks for the suggestion. I don't want to use Explorer mode because it will permanently reveal parts of the map the players have been to. My players keep a map themselves (prone to errors and mistakes) which would become redundant if a permanent record of the dungeon was always visible. Explorer mode requires dynamic lighting.&nbsp; I was referring to Fog of War, which is like a layer of black laid over top of everything.&nbsp; You can reveal and then hide any part you want from there.&nbsp; It does not require dynamic lighting in any way, and is the way anyone with a free account controls player vision. The map settings UI has changed, but everything else in this article on FoW still stands, I believe.&nbsp; <a href="https://wiki.roll20.net/Fog_of_War" rel="nofollow">https://wiki.roll20.net/Fog_of_War</a>