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ZoranDob
February 7th, 2021, 01:07
I am wanting to create an invisible wall using the line of sight menu. I want a wall that cannot be detected by the players, that they can see through, but cannot move across. Is there a way to do this? Thanks.

Fear Grounds
February 7th, 2021, 01:18
The easiest way of doing this is to use a window occluder. Windows like doors can be locked and unlocked to block movement. Windows never block line of sight though. They work great for portcullises, cages, and prison cells too.

ZoranDob
February 7th, 2021, 01:55
Am I correct, though, that a player can hover over a window and see the box showing Locked or unlocked, open or close? If this is the case, then it defeats my purpose. I need something that is like a secret door but can be seen through.

LordEntrails
February 7th, 2021, 03:11
There isn't, just lock the window, the players will not be able to unlock it.

SoloJoke
February 7th, 2021, 07:59
Wait... you can lock windows? I'm guessing doors too? How?
EDIT: Shift click!

Jiminimonka
February 7th, 2021, 11:49
They players might mouse over the "window" but have it locked and when they try to move describe the immovable invisible barrier they walk into. The players might know everything but their characters do not.

One thing I want back in FGU is LOCK CLIENT VIEW so we can force them to stop zooming out and looking around the map (even with LOS and masks on) - I want them to focus on the scene they are in.

https://fgapp.idea.informer.com/proj/fgapp?ia=135585

Fear Grounds
February 7th, 2021, 13:39
They players might mouse over the "window" but have it locked and when they try to move describe the immovable invisible barrier they walk into. The players might know everything but their characters do not.

One thing I want back in FGU is LOCK CLIENT VIEW so we can force them to stop zooming out and looking around the map (even with LOS and masks on) - I want them to focus on the scene they are in.

https://fgapp.idea.informer.com/proj/fgapp?ia=135585

Absolutely!!! Lock view and sync view are two of my most used commands as DM on maps.

TMO
February 10th, 2021, 03:20
I think there is merit for a new occluder for an invisible wall. This would also work great for Cube of Force, Wall of Force, and general force fields.

LordEntrails
February 10th, 2021, 03:55
I think there is merit for a new occluder for an invisible wall. This would also work great for Cube of Force, Wall of Force, and general force fields.
I still don't understand how an invisible wall is different than a locked window. What am I missing?

TMO
February 10th, 2021, 05:33
I still don't understand how an invisible wall is different than a locked window. What am I missing?

As noted above, windows can be detected when the player hovers over the occluder. An invisible wall should only be detected when the player attempts to pass through the area.

Kelrugem
February 10th, 2021, 09:46
As noted above, windows can be detected when the player hovers over the occluder. An invisible wall should only be detected when the player attempts to pass through the area.

In one of the last streams with Josh, he has shown that the pit occluder has now adjustable variables, like whether it blocks movement and/or vision :) Then it should be possible to do that invisible wall thingy without hover icon for clients :) (once the dynamic lighting is released; at least I suspect that this then comes)

TMO
February 10th, 2021, 14:16
In one of the last streams with Josh, he has shown that the pit occluder has now adjustable variables, like whether it blocks movement and/or vision :) Then it should be possible to do that invisible wall thingy without hover icon for clients :) (once the dynamic lighting is released; at least I suspect that this then comes)

If that's true, then that would be very cool.

Zacchaeus
February 10th, 2021, 14:56
It is true. Pits will have a few variable states including toggleable and blocks movement. So you can have a pit which does not show on hover over but which still blocks movement and allows players to 'fall' into it an become trapped. Whilst having it not block movement allows it to become a depression effectively.

TMO
February 10th, 2021, 15:07
It is true. Pits will have a few variable states including toggleable and blocks movement. So you can have a pit which does not show on hover over but which still blocks movement and allows players to 'fall' into it an become trapped. Whilst having it not block movement allows it to become a depression effectively.

What I like about that is players will "bump" into the wall and then be aware of it whereas an invisible wall in and of itself my come across as a bug (i.e., players won't understand why they can't move their tokens without the DM explaining it).

Kelrugem
February 10th, 2021, 15:10
Yeah, my idea was to make such a pit narrow enough, that may block movement but not imprisoning the players (because token is too big); but that part is just an assumption, I could not test of course :D (Though one could test typical pits in that regard; maybe they still imprison players, even when too small :) )