PDA

View Full Version : Unity line of sight question



Wert
July 19th, 2020, 15:58
I've been running through LMoP in preparation for GM'ing my first group in Unity. I noticed that when a player goes back to the furthest point of the kennel (room 3) they are able to see a small amount into Klarg's Cave (room 2) with Unity's line of sight lighting. Is there a way to prevent that? It's a 30 foot narrow fissure that travels up from the kennel so in my mind the player shouldn't be able to see see into Klarg's Cave. Klarg's Cave should be 25-30 feet above the players head after all. It appears that Unity's line of sight is treating Klarg's Cave as level with the kennel when that is not the case. Thanks in advance and sorry for all the first timer questions.

Zacchaeus
July 19th, 2020, 16:30
I see what you mean.

I think the solution would be to split the terrain occluder into two such as in my image below. This would prevent the token from seeing into room 2 until they have exited the tunnel basically. I'll take a note to change that in a future update.

Wert
July 19th, 2020, 17:38
I see what you mean.

I think the solution would be to split the terrain occluder into two such as in my image below. This would prevent the token from seeing into room 2 until they have exited the tunnel basically. I'll take a note to change that in a future update.

Zacchaeus again thank you for the help. This is exactly what I was looking for. I just finished watching the recent YouTube video on occluder's which I believe you just uploaded. I'm going to go back and look at it again and then modify the chimney.

I guess a second question to this would be why you used the terrain occluder (green) and not the toggleable wall occluder (blue)? As I understand it the toggleable wall is toggleable by the GM. Can the player pass through the terrain occluder without the need for the GM having to do the toggling?

Zacchaeus
July 19th, 2020, 17:46
Zacchaeus again thank you for the help. This is exactly what I was looking for. I just finished watching the recent YouTube video on occluder's which I believe you just uploaded. I'm going to go back and look at it again and then modify the chimney.

I guess a second question to this would be why you used the terrain occluder (green) and not the toggleable wall occluder (blue)? As I understand it the toggleable wall is toggleable by the GM. Can the player pass through the terrain occluder without the need for the GM having to do the toggling?

Well, I didn't do the LMoP occluders, Doug did. So you'll need to blame him :)

Additionally that was the very first module that the occluders were applied to and so adding them was a somewhat unknown quantity really. I don't thing toggleable walls would be the answer here since that does block the LoS completely as well as token movement - so the token (player) isn't going to 'see' that the terrain is passable (also when LMoP was done toggleable walls didn't then exist). Whilst the DM can switch off the occluder it doesn't give the token a clue that there is terrain beyond it. However there's nothing stopping you from adding such an occluder yourself.

Terrain occluders would be the way to go with the kind of situation we are talking about. The token can 'see' into the terrain and know that there is something beyond.

Wert
July 19th, 2020, 18:39
Thanks again. Your insight is much appreciated. I'll use the terrain occluders.