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Limited Line of sight

Hello everyone I am a newbie on roll20 and I have no skills in programming. I'm creating a hexcralling campaign with a 4km scale unit. I would like to use the ambient light mode on in the dynamic light setting but limit the line of sight to a few hexes. Could you tell me if it is possible to parameterize this data? My purpose is to play with the outside map under sunlight but making players discover tokens on the fly while they advance on the map without having to stop the game to move those tokens from DM layer to token layer. Limited line of sight would be great for simulating great distances. I made "wall" to simulate hills and mountains but i've notice players are able to see on all thru the map 30km away to spot an individual (see the picture) and that can ruin all the purpose of the exploration game if they can see their objective too early in the game. Advanced fog of war is great but it's too dark and meant for underground adventure I suppose. I'm discovering roll20, congratulations to the designer it's really great.
I would just give the token that represents the characters a vision range of how ever big you want and turn off global illumination on the page.
Kyle G. said: I would just give the token that represents the characters a vision range of how ever big you want and turn off global illumination on the page. okay, but if I turn off global illumination, the all map turn black isn't it ? What I would like to do is the same but with global illumination on. Do you think this is possible ?
Then you would also need to ensure that they token that represents the character has the 'Has Sight' box checked in addition to being controlled by each of the players.
cool, I'll try that. thank you Kyle G.
Hello it's me again. I tried what you suggested but both players continue to see each other whatever the distance. I probably forgot something...
Well if they both have control of each character, then they would be able to see them regardless of distance. I was under the impression that the players had a single token and other tokens were NPCs.  So for your situation, rather than ensuring that tokens can be controlled by all players, a token should only be controlled by the individuals to which the token belongs.
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Edited 1511636907
vÍnce
Pro
Sheet Author
Can't you use advanced fog and global?  You should be able to see the entire map, but only uncontrolled token's would be seen once you got close enough based off of a token's dim light radius?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
That was my thought, but is Advanced Fog of War available at the Plus level?
You are right, Kyle. Each player controls only one token. Thanks, Vince and Keith, for your answers. What I did seems to work more or less. It is not exactly what I wanted to but it's ok. I put the advanced fog of war on, global illumination off and use the reveal zones tool for the all map with the GM's tool bar. So the map is not under the darkness anymore. I would prefere it would work with global illumination on for the map to be with full color. If be chance someone finds a solution I will be very happy to know it. Meanwhile I'll run the game with those settings. view from player one : view from player two : view when they are closer from each other and from GM's point of view :     the monster in 092-125 should not appears in the first screenshots. I realized it was on the map layer. I moved it to the token layer and works perfectly :
one last thought. By default the line of sight is inifinite. To simulate a limited line of sight in an outside space it is necessary to have a little complicated parameters. Wouldn't it be easier to configure it when the scale units are huge? Is it difficult to implement in the interface in the same way that you can set the lighting distance? This could be of great interest in a SF game for example. If you want to assign a line of sight to an object such as a radar. Or, in a fantasy game, if you have to go to the orc camp in the middle of the plain to discover where the prisoners are hidden. Or, as in my case, in a hexcrawl game, if you want to play outside in broad daylight but the objects to be discovered are spread over a long distance. I even imagine the situation of a blind character in the group or an exploration in a blinding environment (ice, sand desert, etc...). What do you think of my thoughts?
i would you enforce line of sight and only update on drop that could help but if you found a work solution or work around then i would use it.  
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Edited 1511830153
Brian C.
Pro
Marketplace Creator
Compendium Curator
I am assuming you only use this map some of the time and other encounter maps the rest of the time. This might work, but I have not tested it: If you used a different set of tokens for the hex map, you could set advanced fog of war distance on the overland map tokens. The illumination could either work through the token or with global illumination (I think). This would allow the players to only see within that distance while slowly revealing the map in a StarCraft fog of war style. Then your map tokens could stay on the map layer.