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Ping Function Stops Working During Sessions

Separating this discussion from the disable ping thread . Short description: During sessions, the ability to create a visible ping stops working.  A refresh will enable the user to ping once before it again becomes invisible.  It is difficult to determine if the ping is no longer working or if it is now transparent. The players' assigned color does not change. The occurrence is seemingly random, sometimes happening as soon as you sign in but more often it happens during the session.  Players will be pinging spots on the VTT and the next ping does not show.   I have reported this with visual demonstrations and console logs several times, but the help desk has never been able to reproduce it. I mainly use Firefox, but my players have experienced it on Chrome, Edge, and Brave as well.   If anyone has ideas on what to try to either fix the issue or trace down the cause, I am willing to try and document any findings.
Oginme  said: Jarren  said: Oginme, are you using Keith's PingBuddy script or the Teleport script, or any other script that changes players' user color?  I do use the teleport mod.  It is not linked to teleporting tokens though.  I have had games where I sign in with my players, someone will ping on the map and their ping will no longer be visible even when they change their ping color (which has never been discovered as 'transparent').  After one person loses the visual ping, everyone else will lose it as soon as they attempt to ping.. First one shows, second one is transparent. There have been a couple of cases where no one was able to ping right from the start. I have not seen the teleport script change a player's ping color, but I will keep an eye out for it. The Teleport script changes the player color briefly (so quickly that it's not noticeable) when the token is teleported so that a visible ping isn't shown to all players.         teleportPing = function(obj,pad){             let player, oldcolor;             // figure out if there is a player attached             if(Teleport.configparams.HIDEPING){                 player = findTokenPlayer(obj,pad);                 if(!player){                     player=DEFAULTPLAYER;                 }                 oldcolor = player.get("color");                 player.set("color","transparent");                 setTimeout(function(){                     sendPing(pad.get("left"), pad.get("top"), pad.get("_pageid"), player.id, true, player.id);                     setTimeout(function(){                         player.set("color",oldcolor);                     },1000);                 },10);             }         }, I wouldn't be surprised if other scripts also do the same thing.  Two that come to mind are The Aaron's Observer script and the PlayerStart scriptlet  that KeithCurtis wrote, but at a quick glance those two don't adjust the player's color when they update vision. 
Interesting.  I will disable the teleport for one of the campaigns where I see this happening and report back if it continues or not.   I wonder what the purpose of temporarily setting the color to transparent would be.  I can take a idle game and see what happens if I change the ping color to something other than transparent.  It has honestly been decades since I did any real programming. I've dabbled a bit with making alterations to some of the scripts, but haven't had the time, energy, or inclination to make a complete dive into the scripts. Thanks!
1777520437
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
In the case of Ping Buddy, one of the functions is a Party token. As you move the party token around the map, the player view is continually pulled to the new location. You can turn off the behavior, but the reason it toggles is so that the animation is not continually disrupting the experience.
Oginme said: Interesting.  I will disable the teleport for one of the campaigns where I see this happening and report back if it continues or not.   I wonder what the purpose of temporarily setting the color to transparent would be.  I can take a idle game and see what happens if I change the ping color to something other than transparent.  It has honestly been decades since I did any real programming. I've dabbled a bit with making alterations to some of the scripts, but haven't had the time, energy, or inclination to make a complete dive into the scripts. It's set to transparent simply so there isn't a visible ping for other players to see when the player's view is moved.  If you want to set it to a different color, it's on the line that I bolded above in the teleportPing function:                  player.set("color","transparent"); Change that to any hex value, such as:                 player.set("color","#FFFFFF"); However, the teleport script also has a config menu where you can disable the change to transparent. The full config menu: !teleport --config or directly toggle the HidePing off/on: !teleport --hideping
Thanks Jarren!   I will give disabling the ping and then changing the color in separate games to see what happens. Running eight games a week, I expect that I will run into some of the fringe issues with Jumpgate more frequently than others.  This will also give me a chance to test the different configurations in different games to narrow down which works best. OG
Yeah my regular game is on hiatus currently so I’m definitely not going to find bugs as often. :) And just fyi I was responding to the bug report I submitted yesterday, and also playing around with the Teleport script (I haven’t used it for a while) and noticed that the settings were all correct to change to transparent but I was still seeing the player color ping, which is not what I remember happening before. When I turned off the HidePing my test account wasn’t being pinged at all. I didn’t have a lot of time to deep dive and switch to the Experimental server or anything though.
1777562947
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Jarren said: And just fyi I was responding to the bug report I submitted yesterday, and also playing around with the Teleport script (I haven’t used it for a while) and noticed that the settings were all correct to change to transparent but I was still seeing the player color ping, which is not what I remember happening before. When I turned off the HidePing my test account wasn’t being pinged at all. I didn’t have a lot of time to deep dive and switch to the Experimental server or anything though. I'm seeing this behavior with Ping Buddy as well. The transparency swap used to work, but something seems to have changed between when I published it and now.
keithcurtis said: I'm seeing this behavior with Ping Buddy as well. The transparency swap used to work, but something seems to have changed between when I published it and now. My first thought is to play with the setTimeout function, and to add some logging between steps to get an idea of what is happening. I added a quick sendChat step to Teleport after adjusting the color to transparent, and it was showing that the player object color had been changed, but visually I was still seeing the ping color.
keithcurtis said: Jarren said: And just fyi I was responding to the bug report I submitted yesterday, and also playing around with the Teleport script (I haven’t used it for a while) and noticed that the settings were all correct to change to transparent but I was still seeing the player color ping, which is not what I remember happening before. When I turned off the HidePing my test account wasn’t being pinged at all. I didn’t have a lot of time to deep dive and switch to the Experimental server or anything though. I'm seeing this behavior with Ping Buddy as well. The transparency swap used to work, but something seems to have changed between when I published it and now. Looking back through my help center requests, I first reported the issue with the transparent ping issue back in November, 2025. It has been documented and reported three times, but each time they were not able to reproduce the issue. It has only occurred in Jumpgate and was not happening at all in the legacy VTT. All except one of my games is now using Jumpgate, so this is not necessarily a fair comparison. I also wonder if this might be connected to the right click button ceasing to work or if it is a separate issue.  I have treated it as a different problem since the cessation of ping visibility occurs more often while the loss of right click functionality is more sporadic (but more intrusive).  Set up my Friday campaigns to have one with a visible ping and the other to hide ping.  Will do the same with my Saturday campaigns and see what happens.