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Dynamic Lighting Elevation and Opacity

Is it possible to set dynamic lighting up based on elevation? As in when you have a hill on your map players at the bottom can not see through it but when a player is on top they have an unobstructed view? Also, is it possible to change the opacity of the fog of war to be greyed out like on the GM screen but just not show the tokens? Thanks!
Nope.
One (complicated) way to do this is to have 2 versions of the same map with different dynamic lighting effects, fog, etc.  It's not perfect, but as an example... In my game the characters were in a Giant steading (you know the one) and I had a map for them to use when they climbed the walls and were running along the tops (which didn't meet up with the roof.)  I had to add some different lighting, some solid squares to the map layer (to cover the areas they couldn't see down into).  It worked well enough, probably about the best it could without some complicated software suite that would be really expensive. Good luck with whatever you figure out.
Thanks for the replys guys! We're playing the battletech rpg and that inevitably means mech combat and shifting elevations and line of site rules for mountains and forests...I may just have to adjust individual visions radii on a per-turn basis