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Problem with Dynamic Lighting

Hi all, We tried using Dynamic Lighting for the first time yesterday and it didn't work at all. My player's VTT's were just black. I did not have Fog of War checked. I had lights on the maps providing illumination with "All players see lights" checked.  I had these checked off in the options:   Any ideas why the player's VTTs were black? I ended up having to turn off Dynamic Lighting completely to allow them to see the maps. It worked OK in this last adventure but in our next one I really need Dynamic Lighting to work. Thanks for your help, Colin
1502215022
The Aaron
Pro
API Scripter
Each player would need at least one token that they controlled on the map and that token would need to have Has Sight checked, then they would be able to see the light coming from any light sources.
Hmm. That could have been the issue. We were having problems with getting tokens properly assigned. I do know that the tokens probably didn't have Has Sight checked.  Thank you for your help!
1502216518
The Aaron
Pro
API Scripter
No problem! I have some TokenMod commands I use for setting up monsters and PCs which you might find useful: Fix-Monster !token-mod {{   --on showname light_hassight showname    --off isdrawing    --set     name|"@{selected|character_name} %%NUMBERED%%"     bar1_link|AC     bar3_value|@{selected|HP}     bar3_max|@{selected|HP|max}     light_radius|?{Light|60}      light_dimradius|=?{Dim at|-5}      defaulttoken  ?{Player Visible?|No,--off|Yes --on} light_otherplayers }} Fix-PC !token-mod {{   --on showname      light_hassight      showplayers_name      showplayers_bar1      showplayers_bar2      showplayers_bar3      showplayers_aura1      showplayers_aura2   --off isdrawing    --set represents|"?{Character Name}"      bar1_link|AC     bar2_link|Speed     bar3_link|HP     light_radius|5      light_dimradius|=-5  }} Flip-For-Light !token-mod --on fliph flipv --set rotation|180 Light !token-mod --set ?{Vision|Torch, light_radius#40 light_dimradius#20 light_hassight#yes light_angle#360 light_otherplayers#yes|Hooded Lantern, light_radius#60 light_dimradius#30 light_hassight#yes light_angle#360 light_otherplayers#yes|Bullseye Lantern, light_radius#120 light_dimradius#60 light_angle#60 light_hassight#yes light_otherplayers#yes|Lamp, light_radius#30 light_dimradius#15 light_hassight#yes light_angle#360 light_otherplayers#yes|Candle, light_radius#5 light_dimradius#=0 light_hassight#yes light_angle#360 light_otherplayers#yes|Darkvision, light_radius#60 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Darkvision (90'), light_radius#90 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Warlock Devil's Sight, light_radius#120 light_dimradius#=120 light_hassight#yes light_angle#360 light_otherplayers#no|No light source(Dusk), light_radius#120 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Fog, light_radius#200 light_dimradius#=5 light_hassight#yes light_angle#360 light_otherplayers#no|No light source, light_radius#5 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Blinded, light_hassight#no light_angle#360 light_otherplayers#no}
1502216542
The Aaron
Pro
API Scripter
(You might need to edit those to fit they way you assign things in your game, but maybe it will give you some ideas.)
Thanks for those!! Do I put them in the API Scripts window? I'm new to the whole scripting angle of Roll20. :)
1502237762

Edited 1502238246
vÍnce
Pro
Sheet Author
install tokenmod from your campaign|settings|api scripts Then you can run the script commands above using chat, either directly or from within a macro.
Thanks! Appreciate the assistance.
In your campaign settings, you can also change the default settings for tokens in your game so that every token you place on the token layer or map layer will have sight, though you will probably want to keep the default distance fields blank, otherwise this function will not work as you intend, and you may experience some lag to your CPU.