![]() In addition to the line of sight feature, you can now customize the “angle” of lights and the line of sight of tokens. GMs can also highlight a token and press Ctrl+L to view the scene restricted to the line of sight of the selected token. To enable line of sight you will need the "Line of Sight" Checkbox on the Page Settings checked, as well as having one or more tokens that the player controls have "Has Sight" checked otherwise your players won't see anything but darkness. The image below shows the difference between a dungeon without line of sight, and then with line of sight enabled: This means that a light on the other side of a wall won’t be visible to a player until they’re in that room, even if it’s a light that’s visible to all players. Line of Sight restricts players to only see lights that are within the appropriate field of vision for the tokens that they control. Hold down the alt key while moving the token to prevent it from snapping to the grid. Simply set the "Start of Dim" value to -5 This is useful for creating effect where the light is coming from under a door or through curtains or shutters. It is possible to create dim light with no bright source. To make the edge of the light a "hard" transition, make the "start of dim" value larger than the light radius value (e.g., 20/30). To make the dimmed area larger, set the "start of dim" value to be much smaller than the radius (e.g., 20/5). This effect can be modified by using the optional "Start of Dim" value in the "Advanced" tab. When the checkbox is left unchecked, the only player(s) who can see that token’s light emission are those who have assigned permission to that token.īy default, the light will start to "dim" about 5 feet (or units) before the selected maximum radius. This option allows you to enter a light radius amount and gives you a checkbox for All Players See Light. There you will find the option Emits Light. Create a token and place it on the map.ĭouble click on the token and select the Advanced tab. Now that you have your obstacles drawn out on the Dynamic Lighting Layer, you have to add light to your Page. This makes it easier to select and move around the shapes you add to the layer. If you plan to block out a multi-room/complex map, it's recommended that you build the light blocking with smaller individual lines. Instead of using circles, create a rounded shape with the Polygon Tool. Note: Presently, circles drawn with the Circle Tool do not render light blocking correctly. You can use this fact to put overhead or other 'invisible' lighting sources on a map by placing light emitting tokens onto the Dynamic Lighting layer. Remember that any drawings or tokens added to the dynamic lighting layer are invisible whenever the dynamic lighting layer is not selected. Due to the performance hit associated with using it, the Freehand Tool is disabled while you are on the Dynamic Lighting layer. We suggest using the Polygon Tool for best results. Use the drawing tools to draw outlines of all the walls and other pieces of the map that you want to block light. lime green for stationary dungeon walls and bright red for doors). You can also utilize color to help differentiate different types of light obstructions (ex. Good luck On a side note, if there is a light source in the distance, and they still have line of sight, they SHOULD be able to see it still, so that area would need to be revealed if still using fog of war.While on the Dynamic Lighting Layer, you can use all of the drawing tools available to create lines and shapes to draw walls, columns, doors, etc (except the freehand tool). They remind you pretty quick, "HEY, ITS STILL BLACK". The Aaron is right though, both are really not needed, but they can be used together, just have to remember the extra steps required so that your players can see. Decent enough for checking your light wall placement and range of visibility, but not what the character actually sees. As far as the Control-L thing in GM mode, even though the focus is on the token, you still have a god's eye view, just from that perspective of the selected token. Once you do so, their dynamic lighting will work as you have set. Issue to remember is that you still need to "Reveal" areas through the fog of war that the players will be allowed to see. ![]()
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