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New to API and it's limitations.

This is going to sound random but I was building a map of an old mine that would act as a prison for my players. My 3 goals were to: Set up patrol paths for the guards so that they would pass in front of the players cells Enable dynamic lighting so that I could create a cool mood and restrict player movement to just their cells. Ensure the players could see the guards patrolling the area so they could get a sense of their timing and pattern. 1 and 2 were basically painless for the most part once I figured out the API Ids for graphics and such and had some practice with dynamic lighting. The 3 has been problematic however. I have set up dynamic lighting to simulate the cell bars. This allows for a limited view of the guards, creates some nice shadow effects in the cell. However, no matter how tightly I place the "Bars" on the dynamic lighting layer the tokens can easily pass through the bar area. The more I close it off the harder it is to see out of the cell for the players. Is there no way to assign collision to the wall but not force it to block light sources? I can see this being useful for a ton of reasons. Windows that the player can see light through but not pass through, Force fields that trap a character in place but allow sight, etc...  Is there any way to simulate giving a token collision against players without having it block lighting? Again, I am completely code illiterate so please be gentle Thanks for any help you can give! Best, John
1449387831
The Aaron
Pro
API Scripter
This is something that has many upvotes on the suggestions forum.  Without waithimg for the suggestion to get picked up, you have two basic strategies you could try to use to get the same effect: 1) have a box on the GM layer that represents where the players' tokens can move. Move them back if they move outside it.  2) have a box on the dynamic lighting later that restricts their movement. Add invisible tokens (transparent gifs) that allow the players sight beyond that wall, but prevent being moved.
Thanks Aaron for the fast response. I think the second one should work for now. I really do hope the suggestion gets picked up. I'm glad to see others would find this useful!