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Advanced Fog of War, Tokens/Lights reveal my undiscovered areas

Hi, Forgive me if this is obvious, I’m still new to the Roll20 system.  Objectives:  1. Player Controlled Tokens that remove the Fog of War (aka Advanced Fog of War)  2. on a COMPLETELY hidden map (aka Dynamic lighting)  3. with the monster tokens ready to be discovered on the Object layer 4. and light sources casting light on the Dynamic Lighting layer for the players to discover when they achieve line of sight. The Problem is that when I place Tokens on the Object Layer or Light on the Dynamic Lighting Layer it automatically removes the Black created by Dynamic light revealing the area (with Fog of War on it). I have a work around to solve the problem but the workaround is either: 1. Cover the uncovered areas with standard FOG of War – Hate this option as I then have to uncover the areas manually which is objective 1 2. Reduce all monster tokens and light tokens to 0 “Emit Light” values – ugly as having to manually re-instate the Light values once revealed is super slow 3. Store the Monsters and Light on the GM layer until the Players achieve LOS and then shift those to their appropriate layer – Better but still a bit fiddly as it means shifting the tokens to two different layers (objects and light) and it alerts the players that I just stuck something down on the board around the corner (as the Black in that area disappears) 4. Store Light on the GM layer (as in point 3) but reduce monster tokens to 0 “Emit Light” values – Best solution I can think of but loses my ability to CTRL+L to see what the monsters vision range and Line of sight look like. Anyone got a better solution ? Pictures to follow…
Here's the settings I'm using: 
And here's an example of what I'm trying to achieve:
Here’s the example of a Brand New Map (that has had Fog of war reset just for good measure) with a player token dropped onto the start of the map before they move . Notice how the map is already showing greyed areas where you can see the layout even though the player has not investigated there yet ? That’s because there are Monster Tokens on the object layer with “Emit Light” values OR Drawings that have “Emit Light” on the Dynamic Lighting Layer.
Do you have dynamic lighting walls set up ?
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Edited 1530094080
Brian C.
Pro
Marketplace Creator
Compendium Curator
Remove the sight from the monsters. It might slow down your game if there are a lot of them, and you can eyeball what they can see. Also, set up a dummy account that you can attach the token to so you know what the players can actually  see. CTRL-L only does so much. You as the player can see all those grayed out areas because the monsters can see them.
Arandor, yep walls setup Brian C. Yeah that's the best solution I've found (#4 which is how I made the example). It still means I have to jump the lights onto the Dynamic Light layer to "switch them on" unless someone knows a better workaround for that. Would an API be able handle something like... when token is uncovered set vision to 40/20 ?
1530102053
Brian C.
Pro
Marketplace Creator
Compendium Curator
I don't seem to run into these problems. I leave all the light sources in the dynamic light layer and the monsters that emit light on the token layer. Players do not see them until their token can see the square. Did you make a second account to check that it is actually a problem for the players? They should not see those rooms in advanced fog of war until one of the tokens they control "sees" the squares on the grid. Or am I missing the problem here? 
a) You sir are a genius b) I'm an idiot Turns out that when I tested it using the GM login to exit and login as player. I got the error but when I created a 2nd account and joined purely as a player it was working perfectly all along. Thanks for the help, Brian. Lesson learned for next time.
1530120409
Brian C.
Pro
Marketplace Creator
Compendium Curator
DM Dogchain said: a) You sir are a genius b) I'm an idiot Turns out that when I tested it using the GM login to exit and login as player. I got the error but when I created a 2nd account and joined purely as a player it was working perfectly all along. Thanks for the help, Brian. Lesson learned for next time. No, I just ran into the same thing before you did. :)