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Doors and Dynamic Lighting

How do you do a moveable door so that it works well with dynamic lighting?
You can't.
What I do, in the dynamic lighting layer: Make a red line around all the major walls, making sure to leave a gap for all doors. Make a yellow box connecting the ends of the red lines. When a player wants to open a door, flip over to the Dynamic Lighting layer and simply move the yellow box over. You don't get that feeling of pushing a door open, but your players see the effect of a door opening and suddenly have limited vision inside the room
1380298766
Bill K.
Pro
Sheet Author
Indeed. And if they actually crack open the door, you can always move the little box a bit. If it becomes a really regular occurence, you could create a half-circle of wedges, copy it on top of any and all doors you need, and just delete one wedge at a time as they open it more and more. But yeah, to second Mortikar in general: just create a different color shape in the dynamic lighting layer, and move it/delete it when needed. A second possibility, if you want to get really intense, would be to have the door on the token layer, write a door-opening script in the API, and have an identical door/door shape in the dynamic lighting layer (I haven't tried to see if tokens actually block light, or only drawn shapes). Then have the script move both icons along their axis of movement simultaneously (which is just arithmetic, if annoying arithmetic). But that's probably a lot of effort for an effect that even today's video games don't bother with unless there's a really, really good reason.
1380299907
Pat S.
Forum Champion
Sheet Author
Bill K. said: A second possibility, if you want to get really intense, would be to have the door on the token layer, write a door-opening script in the API, and have an identical door/door shape in the dynamic lighting layer (I haven't tried to see if tokens actually block light, or only drawn shapes). From what I found out toying around in my boards is that only the drawn shapes block the light. Tokens don't as of yet that I could find out.
Thanks for the idea guys, the 2 different colors and just moving the box I put over the door will work out fine.
CyberKraken said: Thanks for the idea guys, the 2 different colors and just moving the box I put over the door will work out fine. probably the best option currently available for sure
you don't need wedges, btw, to do a partially open door, you just need to rotate the line thats in the place of the door. harder than it sounds though it can be done reasonably well. another way of doing it is to just draw another line at the right angle to simulate where you have the door open to, then move the door - the line does a fine job (its what I do - works well and is easy) another point I would like to make about dynamic lighting - dont switch layers, switch tabs. having the dynamic lighting open and loaded on another tab is far better - you can modify it on the fly and just tab between the two far more quickly as they are both loaded. If you have two monitors, keep the dynamic lighting tab open on the other screen and just move the mouse over to manipulate it (VERY easy to do)
I will be posting an API script tonight or tomorrow that allows for token-based control of doors. It allows you to swap images from open to closed and will automatically handle adjusting paths on the walls layer for dynamic lighting.
As I promised earlier, I've posted my API scripts for dynamic doors and token-based controls: <a href="https://app.roll20.net/forum/post/390047/script-co" rel="nofollow">https://app.roll20.net/forum/post/390047/script-co</a>... This script set will allow you to open and close doors, including wall modifications, using simple trigger tokens.