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Advanced Fog Issues

1547476316

Edited 1547477408
I'm using a WotC adventure, which comes with dynamic lighting, and I want to use advanced fog so my players can map out the dungeon.  However, I've run into a couple of snags. All the NPCs emit light which reveals rooms with NPCs.  I found a fix for players by enabling "line of sight" in the map settings.  However, I can't see the correct fog as the GM (see #2).  The adventure comes with a note on how to disable "has sight" on all tokens, but this (A) no longer works as written and (B) doesn't help with advanced fog issue. It seems the players have their own individual fog and that I can't see with GM Opacity or Re-join as Player.  For me, the NPCs that have a light (all of them) still reveal the space as GM or re-join, but as a player with enable line-of-sight on it works.  I tested this by logging two players in the game on two computers. I'm using "Restrict Movement" and players can't see or move through doorways.  I might be missing something simple here, but I'm looking for a way to open or close dynamic lighting doors without having to delete them.  Even better if the players can do this when they are standing next to one. #2 is the worst because the GM can't see what the players see.  Any suggestions or workarounds?  I'm thinking it may be better for me to use standard fog (assuming it works with dynamic lighting) and manually reveal the map, because it seems to be the only way to make sure everyone sees the same fog.  The kind of defeats the purpose of dynamic lighting for me though as automatic dungeon mapping was primarily what I was interested in.  I think what I really want is an option for all the players (and the GM) to share the same advanced fog and have it unaffected by NPCs.
1547477379

Edited 1547477426
Boli
Pro
API Scripter
When you view the map as a GM you see what every token can see as 'bubbles of light'. To see exactly what players can see you select a player token and as long as they have 'has sight' selected, press CTRL-L and you can see what they can see. Fog of War and ADVANCED fog of war work differently and it took me a bit to realise. * With Fog of War enabled, you as the DM select and show what the players can see. * With Advanced Fog of war enabled, the players open up areas of the map they can see as long as they have seen them lit up (e.g. via dark vision, or lit area) Advanced fog of war works best if you disable standard fog of war completely - unless you really want to hide something completely. As for restricting movement dynamic lighting and doorways. It is good practice to draw all the doors in in a different colour and to 'open' them you drag just the door to the side of the map, or delete. You can if you wish.. draw on the door in slowly increasing angles as the PCs open a door carefully.
1547477603

Edited 1547477622
Thanks, I'll try CTRL+L.  If that works I think I'll be set.  I've been deleting doors when the players open them which is not that bad.  Have to switch over to the lighting layer and back a lot, but I can live with that.
1547479050
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Andrew, Many GMs draw the doors in a separate color with a thicker line on the DL layer, sometimes even angling the ends to make them easier to grab. Rather than deleting, you can temporarily move them aside to some nearby non-visible area. At the Pro level, you would have access to the API, which has several scripts to automate this process. Advanced Fog for NPCs should never interfere with what the players see, each characters revealed pattern is unique. You can share sight and FoW reveal patterns by the workaround of giving each player control over all PC tokens. So long as your table play style has no problem with this, what one person sees, every person sees. It can make a map look much brighter, though, as DL "circles" will overlap. Which module are you running? I might be able to find out what about the disabling sight instructions is giving an issue.
Thanks for the tip on sharing token control.  CTRL+L works like a charm so I'll probably be using that instead and see how it goes.  The module is sunless citadel.  The tip is about disabling "has sight", for performance I think.  For these maps it hasn't been an issue for me so I haven't bothered, but the instructions are outdated.  I might be interested in a way to set all the NPC lights off just so they don't contribute to my advanced fog.
1547567285
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Actually, the instructions should work. I just ran them on a test campaign with Sunless Citadel installed. Were you having trouble finding the default token settings? It's a flip-down menu on the Campaign Settings page and easy to miss. Since the default for the campaign is also "No Sight", when you go to the token settings check "has sight", save, then check "no sight" and save again. This should ensure that the setting becomes available in-game. After that, use the Apply Default Settings button in game, and it should convert all tokens for you Be advised it might take some time to affect all 250+ tokens in the game.