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"Torchlight effect" automatic reveal & hide area

Hi, Would it be possible to create an automatic torchlight effect to be able to attach a token (player character or others) which would reveal the area inside and the things outside again as it moves? and ofc control it radius? This would reduce the micromanagement of us DM's who wish to be precise on the things seen by players?
I really like this idea. It's been talked about in several campaigns I've played in.
I thought something like this was in the works, as I think it shows up in one of the What's Next videos for roll 20 --> <a href="http://www.youtube.com/watch?v=BAFTAhU12Do" rel="nofollow">http://www.youtube.com/watch?v=BAFTAhU12Do</a> Recently listed here too <a href="http://community.roll20.net/discussion/2456/update-917-leaving-beta" rel="nofollow">http://community.roll20.net/discussion/2456/update-917-leaving-beta</a>
We actually released a new video of this in action just today: <a href="http://www.youtube.com/watch?v=WJe4q_MQU-Y" rel="nofollow">http://www.youtube.com/watch?v=WJe4q_MQU-Y</a>
Well that was the fastest request -> implementation I've ever seen in a beta ;) (sorry for being lazy to browse fro similiar topics and the video looks like more than i had hoped for!) Awesome stuff! Thank you! Now where did I put my credit card?...
If you set the light radius of a token to be greater than the largest dimension of the map, can you use this to represent what that token can 'see' in bright light and avoid messing around with that fog-of-war reveal tool?
@Illmari: Thanks for your support! @Canso: Yep! You can basically use it like an "automatic FoW tool"
@Canso, yes you can set the light radius of the token large enough to effectively use it as a Line Of Sight tool. You can also you the lighting tool with the FoW tool to have areas blocked off from lighting until you explicitly reveal them. This is how I've been using it on the dev server, just revealing general areas of my map with FoW and then letting player light show them what they can actually see. Also, you'll be able to select a token (or tokens) and hit a hot key to see the light from just those tokens. :)
Oh my god. This is amazing!
That looks great. I can not wait to use that.
Will the walls be drawn with a pen/polygon/shape tool as well? Or maybe a separate SVG to the same dimensions for advanced users? Those of us with more 10x10 rooms than Alcatraz sort of need a batch-type solution.
They are drawn with the pen/poly/shape tool. We are talking about improvements to those tools to make drawing walls faster.
So will each player see all light from each token, or is it based on permissions, and is there a specific permission for who can see what light from which token? Sorry if you can't understand my question.
Can you lets say draw a box for a room then then use a erase tool to remove a small spot for when they open a door so they can see in or will you need to draw the walls as one thing and the door as a sepret one that you delete.
I'm thoroughly pleased with the direction this program is headed and am definitely going to support it financially. A question about dynamic lighting: Can its reverse be implemented? e.g. The map is well-lit, but one of the players gets a globe of darkness placed on him. So, instead of the dynamic "light" moving with the player, the dynamic "darkness" moves across the map.
- There is a per-token toggle for if the light is just for that player + GM or all players - Death I believe that will work as intended, I'll check when we're doing more testing tonight. - Interesting idea Scott, that isn't possible right now but as you've seen the devs do listen to ideas so we'll see what happens :)
What about making the darkness semitransparent? So that it is more like fog o war
For the GM or for players? The GM view uses the same transparency slider for the lighting as the FoW does. The player view is solid black for both FoW and the unlit areas.
On the player toggle is it "all players"/"no players" or is there a toggle for each player, and thanks for the response :)
By default any player who can control the token sees the light from the token. So you could set that to one player, multiple players, or all players. In addition, you can check the "All Players See Light" box which will show the light to all players regardless of who can control it.
Note that if you want to do multiple "groups" of players you could do something like having a torch for the group. Add some torch tokens. Make them controllable by the players in that group and uncheck the "all players see light" box. Then just the few players in each group can see the light.
Alright that made things very clear, thanks for the double really informative reply!
By default any player who can control the token sees the light from the token. So you could set that to one player, multiple players, or all players. In addition, you can check the "All Players See Light" box which will show the light to all players regardless of who can control it. Oh that is cool. That will allow people to only 'see' what their token sees. Is there a way of controlling the shape of the light? For example, making it a cone shape? I presume 'no'. For the GM or for players? The GM view uses the same transparency slider for the lighting as the FoW does. The player view is solid black for both FoW and the unlit areas. Ah, I did not know that. It would be cool if the FoW worked more like the Infinity Engine games (Baldur's Gate, for example). In BG you had two types of FoW. Places you had never been to were pitch black, but places that had been visited but could not be seen (due to being out of your field of vision) were darked, You could only see things that were on what is BG's 'map layer'.
I think this is going to be glorious and I love it already!
I have to say, well Dynamic Lighting is very cool, I'm not looking for a Video Game when I come to Roll20 I want a VTT. I guess I'm just old school but I think the more we go down the Dynamic Lighting rabbit hole the less we will talk and describe what the PC's see and Hear. I know you "Don't have to use it" was just thinking there might be more pen & paper stuff we could be doing.
I am so looking forward to the dynamic lighting being rolled out for general use! While I'm all for describing things, We always seem to get bogged down when it comes to dungeon corridors. This should cut down on the "Let's go right -- no wait! There was a door back there. What side was it on? My left or your left?" etc. conversations my group seems to have. This would be much nicer than manually revealing fog of war for us.
Definitely looking forward to this when it becomes available.
@Canso, yes you can set the light radius of the token large enough to effectively use it as a Line Of Sight tool. You can also you the lighting tool with the FoW tool to have areas blocked off from lighting until you explicitly reveal them. This is how I've been using it on the dev server, just revealing general areas of my map with FoW and then letting player light show them what they can actually see. Also, you'll be able to select a token (or tokens) and hit a hot key to see the light from just those tokens. :) Can you also allow FoW that has been revealed to remain visible, like after the token has moved past and well beyond?
@Wardonis Add "torch" tokens, give it a light radius big enough for the room at make it so all players can see the light.