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Dynamic Lighting and Vision

Hi, i've recently started using Dynamic Lighting and messing with it, and had a pressing question I can't seem to figure out. I have a map set up with walls and everything and it works fine, but do players need to have their tokens already down to see? From the player POV it is black unless their token gets placed, which has vision set up, is there a way to let there be vision already present without their tokens being down so they can see where to drop them on a map swap? Thank you.
1668200696
Kraynic
Pro
Sheet Author
For players to see a map with dynamic lighting on, they need a token on the map with vision coupled with darkvision or a source of light that is within view of the token.  Players will be unable to see a map in which those conditions are not fulfilled. One thing you could do to designate a starting point is to drop a light source token that has vision, and give all players control of that token.  Then they would see anything illuminated by it to see to place their individual character tokens.
Kraynic said: For players to see a map with dynamic lighting on, they need a token on the map with vision coupled with darkvision or a source of light that is within view of the token.  Players will be unable to see a map in which those conditions are not fulfilled. One thing you could do to designate a starting point is to drop a light source token that has vision, and give all players control of that token.  Then they would see anything illuminated by it to see to place their individual character tokens. Perfect! I put it onto the token layer, gave it 100 FT of vision for this map, and let it be controlled by all players and let it see normally, and it fits exactly what I need! Thank you, this was the one issue I had with it!
I'm normally the one that drops the players' tokens onto the map. (If it's a page that doesn't have dynamic lighting they don't even need tokens to see it.) The whole point of dynamic lighting is that the player sees ONLY what their character (token) sees. When changing maps, I'll use one of two methods: If the players are moving through a passage that's transitioning from one map to another (A tunnel, hallway, down a road, etc.) I'll select all the players' tokens, CTRL-C to copy them, then change maps and CTRL-V to paste them onto the new map. This preserves their "marching order". Once I see that their tokens are in place (and no one is stuck a wall or outside the map border) I move the player ribbon the new map. Sometime afterwards I'll go back and delete the player tokens from the old location. If the players are showing up in a new area (Hotel lobby, castle entryway, outside of a tavern, etc.) I'll pre-place the player tokens on the new map then let  the players rearrange them to suit. It depends on the situation.