Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Dynamic Lighting - option for restrict movement only and vice versa

Score + 21
1426395705
Jefe
Pro
Compendium Curator
I really like the restrict movement option for the dynamic lighting layer. It occurs to me that having the option to restrict movement, but not block line of sight, and vice versa, would be useful on maps. For example, a window or ledge might restrict movement but not block line of sight, while a curtain or illusory wall might block line of sight but not movement. You could also use invisible movement restricting lines to contain token movement to make sure tokens don't move beyond a trap or some other trigger until you've had a chance to respond to them. I imagine objects on the dynamic lighting layer could by default restrict both sight and movement (if the page option is checked) but each property could be toggled on/off. Or maybe there should be two separate layers for line of sight and movement restrictions.
1456052278
Lucian
Pro
API Scripter
Agreed - please vote here <a href="https://app.roll20.net/forum/post/1994487/slug%7D" rel="nofollow">https://app.roll20.net/forum/post/1994487/slug%7D</a> (seems to be the thread with the most votes already at the moment!)
Agree, I also would love to restrict all player control for a token without renouncing to the line of sight and advanced fog of war features.
Hey all I already figured out the solution with out Scripting. Using the Circle &nbsp;tool while on the Dynamic Lighting Layer will allow visual, but not passage.
+1 The addition of a "Restrict Movement" layer would solve this. That way you can have counters in stores, fences you can look over, bars you can look through, energy walls you can see through, and all of them, without allowing the player to move across them. You (the GM) could of course still allow the player to move over let's say a counter, but it would have to be an action carried out by the GM. It would be such a huge QoL improvement as the current linking of restrict movement to Dynamic Lighting is often grossly inadequate.
1606636845
Brian C.
Pro
Marketplace Creator
Compendium Curator
KGA said: +1 The addition of a "Restrict Movement" layer would solve this. That way you can have counters in stores, fences you can look over, bars you can look through, energy walls you can see through, and all of them, without allowing the player to move across them. You (the GM) could of course still allow the player to move over let's say a counter, but it would have to be an action carried out by the GM. It would be such a huge QoL improvement as the current linking of restrict movement to Dynamic Lighting is often grossly inadequate. This would potentially be a bit difficult to keep organized (which layer, what it means, lining everything up, and duplication of effort if a line should be doing two different things). A lot of the time, the separate layer would not necessarily be needed. A better way to implement this would be making DL lines fully-fledged objects that carry their own data on how they affect vision and movement. The default for new lines can be set along with the current color. A user can then define whether a line blocks movement and vision from each side. Opening a door can be simplified by selecting a line and turning all of its blocking features off (and closed by turning back on again) rather than finding a place to move the line.
Brian C. said: This would potentially be a bit difficult to keep organized (which layer, what it means, lining everything up, and duplication of effort if a line should be doing two different things). A lot of the time, the separate layer would not necessarily be needed. A better way to implement this would be making DL lines fully-fledged objects that carry their own data on how they affect vision and movement. The default for new lines can be set along with the current color. A user can then define whether a line blocks movement and vision from each side. Opening a door can be simplified by selecting a line and turning all of its blocking features off (and closed by turning back on again) rather than finding a place to move the line. I think you're misunderstanding this. It would never be used for doors (unless they were glass doors). The current "Dynamic Lighting" handles doors without a problem. It would be used for objects that do not block sight but would block movement (without a Check/Roll). For instance store counters, windows, transparent force fields, cars, bar counters, hedges, edges of ravines, or low walls. It's not to replace the "Dynamic Lighting" option of blocking movement. That would remain in place, so you would not have both a line on the "Dynamic Lighting" AND on the "Block Movement" layer.
1606744240

Edited 1606744678
Brian C.
Pro
Marketplace Creator
Compendium Curator
KGA said: Brian C. said: This would potentially be a bit difficult to keep organized (which layer, what it means, lining everything up, and duplication of effort if a line should be doing two different things). A lot of the time, the separate layer would not necessarily be needed. A better way to implement this would be making DL lines fully-fledged objects that carry their own data on how they affect vision and movement. The default for new lines can be set along with the current color. A user can then define whether a line blocks movement and vision from each side. Opening a door can be simplified by selecting a line and turning all of its blocking features off (and closed by turning back on again) rather than finding a place to move the line. I think you're misunderstanding this. It would never be used for doors (unless they were glass doors). The current "Dynamic Lighting" handles doors without a problem. It would be used for objects that do not block sight but would block movement (without a Check/Roll). For instance store counters, windows, transparent force fields, cars, bar counters, hedges, edges of ravines, or low walls. It's not to replace the "Dynamic Lighting" option of blocking movement. That would remain in place, so you would not have both a line on the "Dynamic Lighting" AND on the "Block Movement" layer. I didn't explain myself well and used one example of a use to explain the whole thing. Right now, there are requests for the following enhancements to Dynamic Lighting: Lines that block movement but not sight. Lines that block vision in one direction. Lines that block vision but not movement. Roll20's next improvement to DL lines should at minimum lay the groundwork for all of these requests even if they don't implement them all simultaneously. Implementing #1 by using an additional layer ignores the other requests. Implementing all of the requests as options at the DL line level instead of a new layer allows all of the special kinds of vision and movement combinations to be implemented. This allows situations like: One way glass (#2) Elevation changes like the roof of a house (#2) Windows (#1) Wall of force (#1) Curtains (#3) Opening a door by turning off all the options rather than having to find a place to put it and then closing the door by turning the options back on rather than having to line it up again (or switch the line between layers).