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How do I keep a Dynamic Lighting door from blocking sight of a building's roof?

The door function is useful, but I can't figure out how to use doors if a building has a roof that I want to show to the players (and if the building has walls the players shouldn't be able to see through, though that probably goes without saying.) Here's what I'm experiencing: When I move any door to the GM layer, it still blocks line of sight for player tokens, unlike all other Dynamic Lighting walls. I can move walls back and forth between DL and GM layers when needed to display roofs of buildings on the map unobstructed — by  moving drawings from the GM layer to the DL layer, I can block player sight only once the PC party is inside the building. I can then easily move the roof image from the map layer to the GM layer so the players can see what's going on inside the building (and only inside, where the PCs are.) But once there's a Dynamic Lighting door on any layer on the map, including a door "hidden" on the GM layer, it seems it  always blocks player line of sight. Every building with a roof and a door ends up with an odd, line-of-sight-blocking section at the door's location that prevents players from viewing the building's roof if the door is between their PC and the roof.  This seems like an extremely common scenario — a building with a roof, walls and a door, like most buildings have — so I'm assuming there's some way to address this that I've missed (and that doesn't have me constantly redrawing my maps in Dynamic Lighting while we're playing, trying to quickly draw new doors or scoot around a collection of "off-camera" ones every single time the party enters or exits any building). How exactly does this work?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi N! First, let's try the most likely solution. That door is closed. It will block sight. There is no need to move it to the GM layer; just click on it and change the popup from closed to open. Another option is to use one way dynamic light barriers for the walls. Players would be able to see the building from the outside, but not past it, and players on the inside would not be able to see out (except through the windows or an open door). If I am misunderstanding the situation, please provide more detailed repro steps and I'll see if I can figure out what's going on. From your description, it sounds like you are using doors in an unintended fashion.
Hi N Not sure where your stuff is placed, but bear with me, this might be worth a try...  I like to drop the ground level map on the map layer (!), then a same size map of just the roofs, again to map layer but ensure this is to the front by R clicking and selecting that.  Then a third same size map of just the interiors dropped to the token layer, set to back this time.  Set up DL and doors n windows as ever, DL blocks movement, Explorer Mode on and this is what my member of the Guild of Seamstresses NPC can see whilst walking the docks of Bilgewater.  The left image is showing some buildings with no doors, so she has LOS inside and can see what's lurking, the building on the right has the door closed, so all she gets is roof.. The right image shows what happens when the player opens the door Sounds like a lot of work but in practice I find it takes very little time (I use Dungeondraft and so each of those maps is usually just a new layer, which ensures they fit properly over one another, export each layer separately).
Here’s a couple ideas: <a href="https://app.roll20.net/forum/permalink/9837663/" rel="nofollow">https://app.roll20.net/forum/permalink/9837663/</a> <a href="https://app.roll20.net/forum/permalink/6387695/" rel="nofollow">https://app.roll20.net/forum/permalink/6387695/</a>
1679262203
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Ah, yes, that is a trick dating back to the previous lighting system and Advanced Fog of War. It's outside of the intended use of the existing layers and tools, so any solution will likely feel a little clunky. If you were to use a Pro account, you could automate this a bit with some of the usual scripts, but as-is, I don't think there is a perfect solution for this use case.
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Edited 1679314726
Hi Jarren <a href="https://app.roll20.net/forum/permalink/6387695/" rel="nofollow">https://app.roll20.net/forum/permalink/6387695/</a> errrrmmmmm, have I been over complicating this - two maps are all that is required, interiors on token layer and world map showing buildings with roofs on the map layer, Explorer Mode on? Edit: NM, I see why now, original map was a download and had no roofs, hence need to make some
I'm curious about using this method. How do you restrict the maps of the interiors from getting accidentally moved by the GM during play? I currently have enough trouble being careful not to move the new door and window icons. I know I can lock the tokens/drawings representing the interior maps, but that produces a big, distracting padlock icon every time the graphic is selected. Simon G. said: Hi Jarren <a href="https://app.roll20.net/forum/permalink/6387695/" rel="nofollow">https://app.roll20.net/forum/permalink/6387695/</a> errrrmmmmm, have I been over complicating this - two maps are all that is required, interiors on token layer and world map showing buildings with roofs on the map layer, Explorer Mode on? Edit: NM, I see why now, original map was a download and had no roofs, hence need to make some
Rick A. said: I'm curious about using this method. How do you restrict the maps of the interiors from getting accidentally moved by the GM during play? I currently have enough trouble being careful not to move the new door and window icons. I know I can lock the tokens/drawings representing the interior maps, but that produces a big, distracting padlock icon every time the graphic is selected. Simon G. said: Hi Jarren <a href="https://app.roll20.net/forum/permalink/6387695/" rel="nofollow">https://app.roll20.net/forum/permalink/6387695/</a> Unfortunately because this is not explicitly intended behavior (at least for your use case of seeing inside a building), there is no easy way to restrict movement without locking the token. However, the 'lock symbol' should only be visible for you as the GM if you are accidentally selecting it, so it won't distract your players.
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Edited 1679400373
Hi Rick Because I do the interiors as a layer above the base map in dungeondraft it is effectively a transparent map with a few building interiors on it, so it is the same size as the whole base map ( a bit like some drawings on an OHP acetate for those of sufficient vintage...) .&nbsp; Yes it can be grabbed by accident, though that's very rare, but even if so, because it is the same size it is very easy to jusy realign the top left corner.&nbsp; We find the low chance of a grab compared to the benefit is adequate payoff
Acetate! I harken back to the days of onion skin! :D I understand the concept. I don't use Dungeondraft (yet), but I do have maps that have versions showing rooftops and interiors. I can edit those to work with this method. Simon G. said: &nbsp;( a bit like some drawings on an OHP acetate for those of sufficient vintage...) .&nbsp; Y
N. said: The door function is useful, but I can't figure out how to use doors if a building has a roof that I want to show to the players (and if the building has walls the players shouldn't be able to see through, though that probably goes without saying.) Hey N. Thanks for sharing this! I think I can understand what you're trying to do and why it's not working exactly the way you're hoping it should. Also, I have a feeling that there's a lot of confusion around this use case. Essentially I'm hearing that you want your players to be able to go in and out of that little house. When they're in, you want them to only see the inside the house part of the map, when they're out, you want them to see the roof (not big black dynamic lighting marks). This is not something we can help with today although with some of the options that others have provided above, you can simulate it. What I would love to do is chat with you a little more about what you're trying to do so I can better understand how you think about it. This will help me make sure that, as we build new features and potentially improve the doors and windows feature, we can do so with people like you in mind! Here's a link to my calendar. Feel free to schedule a time that's best for you when we can chat. Please make sure to put this issue in the notes so I can remember what we're talking about. <a href="https://calendly.com/acsearles/customer-interview" rel="nofollow">https://calendly.com/acsearles/customer-interview</a> Thanks again!
Andrew Searles said: Hey N. Thanks for sharing this! I think I can understand what you're trying to do and why it's not working exactly the way you're hoping it should. Also, I have a feeling that there's a lot of confusion around this use case. Essentially I'm hearing that you want your players to be able to go in and out of that little house. When they're in, you want them to only see the inside the house part of the map, when they're out, you want them to see the roof (not big black dynamic lighting marks). This is not something we can help with today although with some of the options that others have provided above, you can simulate it. What I would love to do is chat with you a little more about what you're trying to do so I can better understand how you think about it. This will help me make sure that, as we build new features and potentially improve the doors and windows feature, we can do so with people like you in mind! Here's a link to my calendar. Feel free to schedule a time that's best for you when we can chat. Please make sure to put this issue in the notes so I can remember what we're talking about. <a href="https://calendly.com/acsearles/customer-interview" rel="nofollow">https://calendly.com/acsearles/customer-interview</a> Thanks again! Here are a couple related open suggestions that could possibly satisfy the request if they are implemented: <a href="https://app.roll20.net/forum/post/1241902/replace-fog-of-war-with-an-image/?pagenum=1" rel="nofollow">https://app.roll20.net/forum/post/1241902/replace-fog-of-war-with-an-image/?pagenum=1</a> <a href="https://app.roll20.net/forum/post/1911012/suggestion-multiple-map-layers#post-10519421" rel="nofollow">https://app.roll20.net/forum/post/1911012/suggestion-multiple-map-layers#post-10519421</a>
You can also maybe check this link with a script from BastL <a href="https://app.roll20.net/forum/post/5620795/roof-removal-script/?pagenum=1" rel="nofollow">https://app.roll20.net/forum/post/5620795/roof-removal-script/?pagenum=1</a> This is what i use generally.
Correct me if im wrong, but wouldnt an easy fix be to just replace the door with a window that can be opened?
nope as the window will show you the inside of the house but not the roof, as it looks like it's what he's hoping for.
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Edited 1679561254
Hi Anung A window in DL does give a view of the interior, with everything else being obscured (ie where a roof would be), but the OP wants to see buildings from the outside, roofs and all, and then be able to see the interior once the building is entered. which cannot be achieved with DL and windows/ doors alone.&nbsp; That having been said, I think transparent doors should be a thing, it could be glass, ice or a cell door made of bars and not necessarily block light.&nbsp; You could use a window for that, but on the map I'm using above there are a ton of windows too and it'd be easy to lose track of what was a real window and what was a transparent door. EDIT: beaten to the punch by Lionel V :)
Thanks for the replies, everyone. The help is much appreciated.