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Movement restriction, without vision restriction.

Score + 149
1432527043
I'm sorry if something like this has be suggested as an expansion to the existing restrict movement option for dynamic lighting, or this is currently possible. I haven't' seen any way to restrict movement, without blocking vision too. IE a window that players can see through, but not move through, while preserving the normal vision restrictions of the dynamic lighting layer. Other places this would be helpful are impassible obstacles, like chasms, non enterable buildings, so players can see the tops, but not traverse them, and other such things. I suggest it be done by defining a specific colour as transparent on the dynamic lighting layer, or perhapse via the GM layer if that isn't feasible.
1456052334
Lucian
Pro
API Scripter
+1 - great idea
1456071811
Jefe
Pro
Compendium Curator
I had made a similar suggestion  here . I'll vote for this thread as well. I want to be able to mark objects and paths as either restricting movement, blocking sight, or both. This could likely be done on the dynamic lighting layer using configurable colors as you say, by adding options to objects on the layer, or maybe creating a new layer for movement restriction only that can optionally inherit from the dynamic layer. To add to your examples: Blocks movement but not sight - windows, low fences, ledges, a trap, magical barriers Blocks sight but not movement - wall of fog, illusions, curtain, magical darkness
1457956707
+1
1488442058
+1
+1
1503575255
Laurent
Pro
API Scripter
Would be great.
1503594515
Brian
Sheet Author
API Scripter
Note: for Pro subscribers, there is the  Collision Detection script which can accomplish this. It was written to provide movement restriction before it was a feature of Roll20. Importantly, you can set it up to handle collisions with paths on the GM layer, Objects layer, or Map layer, which won't then also block vision.
1503671928
Brian said: Note: for Pro subscribers, there is the  Collision Detection script which can accomplish this. It was written to provide movement restriction before it was a feature of Roll20. Importantly, you can set it up to handle collisions with paths on the GM layer, Objects layer, or Map layer, which won't then also block vision. That's nice for the pro subs who are good with scripting, but not so much other people.
1503908036
Laurent
Pro
API Scripter
Brian said: Note: for Pro subscribers, there is the  Collision Detection script which can accomplish this. It was written to provide movement restriction before it was a feature of Roll20. Importantly, you can set it up to handle collisions with paths on the GM layer, Objects layer, or Map layer, which won't then also block vision. That's a nice solution, thanks! Is there a configuration setting so that tokens don't collide with tokens?
1503993888
Brian
Sheet Author
API Scripter
Ulti said: Brian said: Note: for Pro subscribers, there is the  Collision Detection script which can accomplish this. It was written to provide movement restriction before it was a feature of Roll20. Importantly, you can set it up to handle collisions with paths on the GM layer, Objects layer, or Map layer, which won't then also block vision. That's a nice solution, thanks! Is there a configuration setting so that tokens don't collide with tokens? Collision is only between tokens* and paths** which are both on the configured layer (one of the options for layer is "all", though) and which are the configured color. So, if you have it set to gmlayer and #ff00ff, tokens will only collide with fuchsia paths on the gm layer. Other paths will be ignored. Tokens don't collide with tokens. * Tokens will not collide if they don't have a controller set and they aren't representing a character which has a controller set. In other words, tokens which can only possibly be controlled by the GM won't collide with anything. (Note: if the GM is specifically set as the token's controller, the token will collide just the same as if it were controlled by a player.) ** Only polylines and polygons (including rectangles/squares) are handled. Ovals/circles and freehand paths will be ignored.
1504048708
Thanks for the tread hijack...
1509935321
Bryce
Plus
I would really like this feature, currently have a map with several windows iron bars and fences, and would like to be able to restrict movement.  I think the best way to do this is to be able to right-click on a line and select an "is transparent" option. 
+1
1516085139
Just in an academic sense, I'm a little curious why movement restriction would be difficult to implement by just (or "just") adding another layer for GMs to edit that has some, but not all, of the features of the current Dynamic Lighting layer. Is it a real delay-drag during play for many users, or difficult in development, to add a single new layer to the interface when everything you'd need it to do has already been implemented as an option for an existing layer? I honestly wouldn't know...
1528256165
+1
1528257946
+1
1528629602
+1 would also like
yes please
1534517263
Ziechael
Forum Champion
Sheet Author
API Scripter
I've rolled this back to when it was on-topic and civil. Lets keep it that way please folks. While some suggestions my well have similarities to others we don't need thread wars, we are all friends here :)
+1
1547343493
Red
Plus
Its been three years, any word on when this will be a feature?   
1550526569
+1
1550528114
Balconies, fences, stairway bannisters, etc are important to setting a scene sometimes because they represent obstacles which may require a successful dice roll to traverse. +1
1550550218
+1, +2 if you can afford it.
1550734803
Though I'd be happy to employ  Collision Detection as a Pro user, I've never gotten it to work in my games. As near as I can determine, that's because my games use the "Advanced 2nd Edition" Dungeons & Dragons sheet, as opposed to the "Advanced 2nd Edition (Simple Sheet)". The latter continues to receive support from its developer that keeps it in line with recent API updates, while the former seems to be the source of errors thrown in the API console for many scripts available in the drop-down menu. Unfortunately for me as a Pro subscriber, the rules I use for my campaigns require the use of the 2nd Edition sheet I'm currently using instead of the "simple" one. The "simple" sheet is exactly what it purports to be, meaning it doesn't account for a great many useful additions to 2E rules outside of core, stuff I'd never run a 2E game without. So, this potential update remains pertinent for me, as well as (apparently) any Pro user who isn't using one of a select number of character sheets in their games.
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Red said: Its been three years, any word on when this will be a feature?    I don't think it got enough votes back then, especially not with people calling it superfluous as a thread.
1550803309
Elemental Flame
Pro
Marketplace Creator
When I read they were toying around with the idea of additional custom layers, this was immediately what I was hoping for. I have Collision Detection but it constantly breaks in my game. I don't blame the script, but rather my players rocketing through the barriers. 
1555247202
Mark
Plus
Still a great idea! +1
1555346448
Indeed, this would be great to have. +1
+1
+1
Yeah I'm having a hard time getting collision detection to work. Couldn't get the "it's a trap" stuff to work either. I agree with everyone here. We could really use a dynamic lighting style of line on the GM layer that blocks movement but not line of sight . I'm very impressed with the stuff you guys come up with, but I'm really surprised this hasn't been included yet.  Or you can't just copy the building of lines in the dynamic lighting layer and remove the line of sight restriction?  I've seen several different forums asking for this. Obviously the social aspect of saying "don't move past this line" has always worked but...the move restriction already exists here, we just want an option to use it without the sight restriction too. Please?
Yes please. I'd love the addition of a transparent movement blocking line.
Brand new user, DMing for a new campaign and decided to use Roll20.  Immediately ran into this issue when making my first map with advanced lighting - wanted players to be able to see the edge of the tops of buildings on the map, but not be able to walk onto the building tiles.  Also standing on the edge of the docks, but not to be able to move their token OFF the edge of the docks (has to do with this particular scenario).  No luck. I can see this being a big issue when you're trying to have vertical terrain taller than the players, or a huge chasm, statues, etc.  Weird that this isn't already a thing...
1565851677
+1