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dynamic lighting moving with map

first of all, i hope none of my players is reading this, because it would be a major spoiler so i created a maze like map with 3 rotating parts, something like this now i have problems with DL, cause the DL lines don't stick to the map and i cant change the angle of DL lines manually is there anyway to fix DL lines to my map or to change the angle of DL lines or do i need to simplify this by creating the possible map configurations in different map pages ty for your help
DL lines are completely separate from the map image and layer.  It might  be possible for someone to write an API script for this situation, but it would be a pretty technical custom script, and it would require a Pro subscription to use. You could create several sets of DL lines, and make the entire page area much larger than necessary, and move each set into place when the wheel rotates, but that is a lot  of up front work, and it might be tough to select just the section you want to replace and move it out of the way and then move the other section into place.  You  could  also use the Simple Door Controls script for this by pre-creating all of the DL lines each with its own button to turn on or off... but again it would take a lot of upfront work to set up, and also require a Pro subscription. That's a very cool and very ambitious setup, but unfortunately Roll20 isn't set up well for that specific situation. Your best option may be to set up different map pages each with its own DL line setup.
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Edited 1615452161
Brian C.
Pro
Marketplace Creator
Compendium Curator
What I would do for this situation is to break the map up into its different sections that are contiguous and not meant to change and place each section on its own page. I might also add doors to each potential transfer point between rings. When the players transition from one section of the map to another, you move them to the new page. The outer ring would need 4 pages, each lined up with the transition to the middle ring on the same side of the page for each of the pages. The middle ring would need 3 pages, and the central circle would only need 1 page. If you want to get really fancy, the potential exits on each page can be set up with a rollable token so that you can cover the exit when the adjacent ring is rotated to block the exit. Another fancy thing would be to set up duplicates of the middle- and outer-ring pages where the pages are rotated 180 degrees. That way, if the party walks straight through the central circle, they continue on back to the middle ring. It would be possible to approach the central circle from the right, "rotate" the middle ring, exit the central circle to the left, and enter the rotated version of the same section of the middle ring that they had just left. Having the two versions of each of the middle- and outer-ring sections would be sufficient to discombobulate the players.
thanks a lot guys, your feedback was very helpful. i probably go with a segmentation idea, its more important that my players dont know what is going on in the rest of the maze, then in the specific room they are for the moment
1615505248
Brian C.
Pro
Marketplace Creator
Compendium Curator
I just thought of another way to do this that would be really cool and increase the surprise for the players. You could do the different configurations as rollable tokens. If you consider that the center section never rotates but that the rings rotate around it (at least for purposes of implementing the map), then you can only approach the center section from the left or the right. You can implement the ring sections as PNGs. The big thing to keep track of is making the image dimensions the same for all 4 options in the middle ring (3 sections plus a "blank"), and the four sections in the outer ring all need to be the same size. You then drop the rollable tokens onto the correct places in the page: one to the right of the center, and one rotates 180 degrees to the left of the center. In this case, the DL lines would be done more loosely from the walls to accommodate the biggest layout in one of the sections. When a ring rotates, you change the rollable token side to the correct section on the left and the right. If the sections only change out of sight of the PCs, the players will be quite surprised. I am suitably interested in this that I would be willing to donate an hour or two over the next week to chop up the map. PM me with a link if you need help.
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Players be Warned It's cool that you're interested in the project, but the whole thing has to be finished by 21.03, which is why I continued working on it immediately after your feedback and the map i posted at first was just a concept i expanded on <a href="https://i.imgflip.com/51hgmv.jpg" rel="nofollow">https://i.imgflip.com/51hgmv.jpg</a> <a href="https://i.imgflip.com/51hgs1.jpg" rel="nofollow">https://i.imgflip.com/51hgs1.jpg</a> <a href="https://i.imgflip.com/51hgun.jpg" rel="nofollow">https://i.imgflip.com/51hgun.jpg</a> I have decided to segment the map into rings , which are also segmentet in 45 degree areas, which i can explain as environmental conditions of the dungeon, I also added more levels, which are accessible via stairs which are spawning if the dungeon is in the right configuration, its not what i intended for but the best i could come up with in the short time if you are still intressted i could send you my materials
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Brian C.
Pro
Marketplace Creator
Compendium Curator
I don't see how those 3 images work together, but that's my limitation. If you message me a link to the black and white file, I can chop that up into 3 pieces that can be rotated and still work with DL, but for those new images, you are on your own. Good luck!
here, the concept i started with <a href="https://rpgcharacters.files.wordpress.com/2016/03/turning-tower-combined.jpg" rel="nofollow">https://rpgcharacters.files.wordpress.com/2016/03/turning-tower-combined.jpg</a> and the 3 images are basicly the 3 floors of my dungeon, chop of into pieces that can be rotated on a central axis, literally what you said XD
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Brian C.
Pro
Marketplace Creator
Compendium Curator
Oh, I missed the part where you had changed to building a tower. I think you will have the most success with integrating DL if the center of each floor does not rotate and the rings rotate around it. That means you only need to set up a generic DL setup to the right and the left of the center for each floor. I sent you a PM with an example of how I would chop the map up and reassemble it. If the different sections vary drastically so you cannot set up a generic DL setup that covers all the possibilities, this may be a case where running regular fog of war might actually work better. When the tower rotates, you can hide the section, wiping out what the PCs explored on both sides of the center and then reveal the new area as it is explored.
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Sentinel said: Players be Warned It's cool that you're interested in the project, but the whole thing has to be finished by 21.03, which is why I continued working on it immediately after your feedback and the map i posted at first was just a concept i expanded on <a href="https://i.imgflip.com/51hgmv" rel="nofollow">https://i.imgflip.com/51hgmv</a> . upsers <a href="https://i.imgflip.com/51hgs1.jpg" rel="nofollow">https://i.imgflip.com/51hgs1.jpg</a> <a href="https://i.imgflip.com/51hgun.jpg" rel="nofollow">https://i.imgflip.com/51hgun.jpg</a> I have decided to segment the map into rings , which are also segmentet in 45 degree areas, which i can explain as environmental conditions of the dungeon, I also added more levels, which are accessible via stairs which are spawning if the dungeon is in the right configuration, its not what i intended for but the best i could come up with in the short time if you are still intressted i could send you my materials The outer ring would need 4 pages, each lined up with the transition to the middle ring on the same side of the page for each of the pages. The middle ring would need 3 pages, and the central circle would only need 1 page. If you want to get really fancy, the potential exits on each page can be set up with a rollable token so that you can cover the exit when the adjacent ring is rotated to block the exit.