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Restrict token movement

1412684217

Edited 1412705835
Kevin the Barbarian
Pro
Sheet Author
API Scripter
On a per-token basis toggle a Restricted Movement option. Add a GM layer for Movement Barriers (or whatever it should be called), where the GM can draw shapes or polygons. Alternatively, just use line of site shapes/lines. Tokens set to Restricted Movment would not be able to pass through Movement Barriers.
I would add a set number of squares a token can move on a turn by turn basis and add turn counter the gm can click for the next turn. to allow tokens to move again with their set number of squares. And add how many movment points it costs per square/hex etc etc
Might want to add a "copy light layer" feature to this, since a lot of time drawing movement restrictions will be duplicating the light restrictions.
1412715189
Lithl
Pro
Sheet Author
API Scripter
Diagonals make this a complicated subject. Different tactical games treat diagonal movement around obstacles differently, and sometimes even the material the obstacle is made of matters.
1412715287
Kevin the Barbarian
Pro
Sheet Author
API Scripter
Agreed. I would be happy with something as simple as dynamic lighting/line of sight.
1412820646
Falcon
Pro
Sheet Author
Agree - this would be great!!!
please do something like this, also a lock tokens button would be nice, because my players will move their tokens off of traps before even attempting a roll to avoid them. They'll also move around randomly when its not their turn during combat, they'll also try to put their tokens on roofs but the way I set up my buildings I have the whole interior made with the roof ontop so I can just send it to GM layer so then I have to reveal places to get them unstuck and other things. I've posted a similar thing on another page, my players are rather obnoxious and if it wasn't for my love of the game I would have given up on them a long time ago to be honest. I've had to actually remove a player's control of their token to keep them from screwing around on several occasions. I've asked them to stop and just play the game several times and that these interruptions stress me out and make me lose track of what I'm doing but they don't take it seriously and it pisses me off. Being able to restrict their movement and where they can go would be really useful as they tend to like to drop their characters in the fog of war then complain they can't find them.
Sounds like Red C. needs an in person session with a baseball bat in his dice bag. There is a freeze token API, I would make sure there are a few buildings with shaky roofs that they can fall through. "You don't want to fall three stories to the basement, stay off of the roofs"
This idea is amazing
I think Red C's issue is one more of player maintenance than with the game itself. However, having a movement restriction layer, and only a GM Has the power to ignore it would be a very awesome feature. It could also be implemented very simply, using similar logic to the light layer. Add in a copy layer button, and your done. Anything that can be added without adding tons of check-boxes and configuration would be a good investment.
One benefit to this that I would see. Right now, a player can move his token around the screen by clicking and dragging. As long as he doesn't release his mouse button, the move doesn't register on anyone else's system (specifically, the GM's system). However, while the player is dragging his token around, his line of sight is updated dynamically. So, if a, shall we say, less than scrupulous player wants to peek past a door that his party is considering opening, he can get a sneak peek at what's beyond the door by doing this, and then leave his icon back where it was, with no one the wiser. Now, the down side that I can see is more work for the GM during the game. Right now, I create LOS barriers in different colors over doors. That allows me to simply remove that one LOS barrier to reflect the door being opened. With an LOS barrier + movement barrier, I would have to remove them from both layers every time my players opened a door. Granted, not much work, but some. That said, if movement restrictions were based off the LOS barriers already in place, it would accomplish the goals of movement restrictions, prevent the cheating I mentioned above, and not have to make more work for the poor beleaguered GM. Thoughts?
1414567334

Edited 1414567377
Gauss
Forum Champion
Morgan , if you checkmark "Only Update on Drop" a player cannot drag his token around and see things without the GM seeing the player is moving his token. The player will not see any change on the DL layer until he releases the token.
1415338865
Kevin the Barbarian
Pro
Sheet Author
API Scripter
Awesome :)
Now that the Dev Server is working on Restrict Movement using the Dynamic Lighting Tool! We also need a "zone" element in the lighting tool, the zone could be used to move players from one level of the map to another, zone could be used to create one way walls, Teleporters, stairs, holes, traps and more. I am not a code monkey so I do not know what would be involved in implementing zoning to the Dynamic Lighting Tool, but I thinking it should use a drawing labeled "beginning" and "end", place your drawings with "beginning" and "end" on either side off a Dynamic Lighting line and you get a one way wall. Basically a token landing on a drawing with the "beginning" tag gets moved to the drawing with the "end" tag. Jim
1415718175

Edited 1415718559
Riley D.
Roll20 Team
This suggestion is now completed. There is a new option in the Dynamic Lighting settings in the Page Settings dialog box called "Restrict Movement". Checking this box will not allow a player to move his or her token past any walls drawn on the Dynamic Lighting layer. If you feel like a suggestion you made in the comments wasn't done or you want this feature expanded upon, please start a new suggestion thread that outlines your requested additional improvements. This thread will now be closed, and all votes for it will automatically be refunded so they can be re-spent. The score will remain the same as it was for posterity.