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Restricting Movement Without Restricting Sight

1490394739

Edited 1490394846
Is there a way dynamic lighting could restrict movement without restricting view. I know using global illumination accomplishes this, but what about in other settings. For example, if I have someone in a jail cell. I want them to be able to see out of the cell but not to be able to move their token out of this. With dynamic lighting now, any movement restrictions not using global illumination would also restrict their sight. Is there a way to maybe implement an "invisible" line that works as a non-sight restricting barrier? This could be useful for doors, windows, etc. As of right now, I'm using small shapes to create a "bars" or "door" effect. Thanks for reading!
Not without manually placing a token that the PCs can see the light from.  Or a script that, to my knowledge, hasn't been written yet. Might be interesting though.  Create a token that has vision and light that all players can see.  Store it on the GM layer.  If a PC token gets close enough, it gets moved to another layer, thus allowing the PCs to "see through" the other side of the dynamic lighting line.  (Kinda like placing light tokens so the PCs can see areas their tokens aren't currently.)
1490407594
Scott C.
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There actually is  a script for that . It's not as hard and fast as the native DL lines, but it should get the job done.
just drop a couple dots in dynamic lighting where the bars would be. will look good even as view should be partly obsured by the bars, or window framing. then you can reasonably see past it, and tokens can't move through it.
1490447510
Scott C.
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Mike said: just drop a couple dots in dynamic lighting where the bars would be. will look good even as view should be partly obsured by the bars, or window framing. then you can reasonably see past it, and tokens can't move through it. Tokens can still move through this as DL movement restriction only checks the center pixel of the token. This means that if there is any break in the line, a token can get through. That said, it's still a good way as players really have to try getting past this.
1490469614
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Three of Swords said: Not without manually placing a token that the PCs can see the light from.  Or a script that, to my knowledge, hasn't been written yet. I like that way. GM can drop a "Torch" token (Emits Light, All Players See Light) onto the far-side of the "wall".