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Individual Vision

Just a quick question: Is there a way to program individual vision into the API? Only just a question, as a part-time wargamer; individual vision for each player, revealed by dynamic lighting per controlled unit, would make wargames actually have a scouting phase of the game. Thereby becoming more strategy based and less about attempting to overwhelm your opponent because you know exactly where and who they are. I hope to upgrade to mentor status soon, just as soon as I have the funds to do so.
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Edited 1409991405
Gauss
Forum Champion
Moved to specific use questions. Yes, with a paid membership (supporter is enough) you can set up dynamic lighting. However, if you want some level of automation where one side sees the other at different points then you will probably need the API (mentor level membership). If you provide more details on what you would like to do we might be able to figure out if you need the API or not.
Sheldon B. said: Just a quick question: Is there a way to program individual vision into the API? Only just a question, as a part-time wargamer; individual vision for each player, revealed by dynamic lighting per controlled unit, would make wargames actually have a scouting phase of the game. Thereby becoming more strategy based and less about attempting to overwhelm your opponent because you know exactly where and who they are. I hope to upgrade to mentor status soon, just as soon as I have the funds to do so. Dynamic lighting allows for this by default, if I understand your question correctly. By default when a token creates light only people with control of that token see the light at all. So, assuming each player in the wargame has control of only their own units, they will only see what their units can see. If you want everyone to see a light you must check the "All Players See Light" box, which is usually used for torches and other environmental lights that nobody has control of, or a player if they're holding a light source. So, unless you plan on doing something fancier than pure vision, no API is needed, just standard dynamic lighting.
Interesting; I didn't think it would be that easy. Thanks for answering!
Anyone know of a way to differentiate between normal vision, low-light, and darkvision? (DND 3.5 game)
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Gauss
Forum Champion
Normal: set light source token (character if character has light source) to maximum radius then set the maximum normal light radius (start of dim light). Example: torch would be 40 max and 20 start of dim light. Checkmark the "all players" box. Darkvision: set character token to 60' (assuming 60' darkvision) but do not see "All players" box. Low-light vision is harder to replicate. For this you will (currently) need an API script. Create a second light source token and double the radius. Example: a torch would be 80 max and 40 start of dim light. Do not checkmark the "all players" box. Assign control of the token to those players that have low-light vision. Use the API to have the token follow the regular token (talk to the API forum about how to do this). If you do not want to use the API you will have to manually move the token.
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Edited 1410108359
Currently I just assign the player token the "torch double" without everyone being able to see the light. Then, depending on the scenario, I change the token to a standard light source if they go underground or other places where low-light does not function. That was one of the reasons I was asking about controlling light on the API forum a few weeks back. Those scripts do help. But now that I am awake and thinking fully I see where a second "low-light" token that follows the character would help streamline the process. Thanks for the suggestion!
What about preventing vision on a certain location until a unit is standing next to it? EX: a forest proving concealment.
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The Aaron
Roll20 Production Team
API Scripter
So, the idea would be that you have a hex containing forest, and you don't want the other group to see into that area until they are adjacent to it? You could do something with the API probably... If your forests are large enough, you could certainly have the border hexes partially obscured by dynamic lighting, requiring units to move into the forest hex to see what is inside.
I've learned the hard way to keep tokens of things I want concealed from the party on the GM layer. That way when people accidentally move their tokens into places they're not supposed to be they don't see anything. And lots of Fog of War depending on the map.
I am not sure I understand the reason for setting up low light vision on a separate token vs. setting it up directly on the individual. Using Aaron's awesome torch script, it's a simple @target macro click away for anyone. Basically I setup a "Torch" journal entry that has 10 or so individual macros for differing vision conditions (blind, fog, darkvision, low-light, torch, sunrod, daylight, etc...). So I drop everyone on the map with no light, but vision enabled (tokens set this way by default), then click their light on their token given the circumstances. It feels like from the description above I am missing something... just not sure what.
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Gauss
Forum Champion
Kevin, using the 3.5/PF model for Low-Light vision requires two light sources for every light source. The first is 'normal' light while the second is the doubled radius for those people with low-light vision. Example: George has Darkvision (60') and is carrying a torch (20' normal, 40' dim). Jeff is near George and has low-light vision. In order for George to use his Darkvision in Roll20 we have to set George's light settings to 60/- with the "all players" box unchecked. However, George also has the torch so we have to use a second token. We set the torch token to 40/20 with the "all players" box checkmarked. We assign this token to George's Player and group it with George. Unfortunately, we need a third token because Jeff sees the torch light at double radius. So we create a third token and set it to 80/40 with the "all players" box unchecked. Then, we assign control of the token to Jeff so he can see it and then use the API to set it to follow George's torch token. ------ As you can see, no single setting will work here. If you try to use a single setting then one of the other two is going to be sacrificed.
Aaron said: So, the idea would be that you have a hex containing forest, and you don't want the other group to see into that area until they are adjacent to it? You could do something with the API probably... If your forests are large enough, you could certainly have the border hexes partially obscured by dynamic lighting, requiring units to move into the forest hex to see what is inside. Not on a hex grid per se. But yeah, that's the basic gist of it. Erich S. said: I've learned the hard way to keep tokens of things I want concealed from the party on the GM layer. That way when people accidentally move their tokens into places they're not supposed to be they don't see anything. And lots of Fog of War depending on the map. In my experience, turn-based war-games usually have areas of the map you cannot see into (usually forests) unless one of two parameters are met: 1. You have a unit next to the forest. 2. You have a unit inside the forest.
Gauss said: Normal: set light source token (character if character has light source) to maximum radius then set the maximum normal light radius (start of dim light). Example: torch would be 40 max and 20 start of dim light. Checkmark the "all players" box. Darkvision: set character token to 60' (assuming 60' darkvision) but do not see "All players" box. Low-light vision is harder to replicate. For this you will (currently) need an API script. Create a second light source token and double the radius. Example: a torch would be 80 max and 40 start of dim light. Do not checkmark the "all players" box. Assign control of the token to those players that have low-light vision. Use the API to have the token follow the regular token (talk to the API forum about how to do this). If you do not want to use the API you will have to manually move the token. Hi Gauss, Since this comes up frequently, is there an update from the Devs on dim light? Ie, whether it 's a priority, or such a genre-specific issue that it's not really on the list? Watching my elf and 1/2 elf accidentally moving sconce tokens (for elf vision) around while fumbling with their own movable elf-vision tokens on other players' light sources, it gets a little messy. An interim aid would be to be able to assign light sources to player tokens on the Dynamic Lighting layer. At least that would negate the accidental sconce-moving and leaves the players responsible for only moving the intentionally-movable tokens.
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Gauss
Forum Champion
Paul, the Devs have stated that since the former low-light workaround no longer works they will examine the problem.
Cool, thanks.