Placing Doors & Windows

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Doors and windows have been one of our most requested features since Legacy Dynamic Lighting. Now, with the enhanced capabilities of Updated Dynamic Lighting, we’re able to bring you these modern architectural marvels! Players can peek through windows, be thwarted by locked doors, or even walk right past secret ones! Here are some key tips to keep in mind when setting up doors and windows:

  • These Dynamic Lighting components will not work correctly if your page and token settings aren’t set up first. We recommend using the Dynamic Lighting Checklist to ensure you’re all set up!
  • Doors and windows are placed beside barrier lines, not on them. When you’re setting up your Dynamic Lighting maps, make sure you’re leaving room for your doors and windows!
  • Both windows and doors have been set up to work with our API. Check out the API: Objects page in our Help Center to learn more!
  • In order to function properly, windows and doors need Restrict Movement to be enabled. When you first set up doors or windows on a map, you will be prompted to turn this on, if you haven’t already.
  • To delete a window, just select it and press the backspace or delete key on your keyboard!

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Windows In Dynamic Lighting

Windows! You can shove your enemies through them, peek into them to catch your foes in a deadly meeting, or break into them to begin your heist. Our windows have three editable features:

  • Window Line Color: This will change the display color of the window on your Dynamic Lighting layer. This makes color coding easy for more intricate dungeons!
  • Locked Window: This toggle will determine if your window is locked or not. When your window is locked, both GMs and players will be unable to open or close it.
  • Opened: This toggle will determine whether your window is open or not. When a window is open, players will be able to move their token through the window, as if they’re climbing in.

In addition to these features, you can resize and rotate windows via bubbles at each end of the window from the Dynamic Lighting layer, and you can delete windows by highlighting it and pressing delete or backspace. Check out our step-by-step guide on setting up doors and windows below for more guidance!

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Doors In Dynamic Lighting

Doors can be both great friend and great foe to your average adventurer. While doors can hold back a deadly hoard, they can also keep parties from great treasures. Our doors have four editable features:

  • Door Line Color: This will change the display color of the door on your Dynamic Lighting layer.
  • Secret: This determines whether or not players can see your door. This is great for doors that need to be spotted with a Perception check, or if you have doors that you don’t want be revealed right when players enter the room.
  • Locked Door: This toggle will determine if your door is locked or not. When your door is locked, both GMs and players will be unable to open it.
  • Opened: This toggle will determine whether your door is open or not. Open doors cannot be locked. 

Guide: Setting Up Doors and Windows

1. Select Your Desired Component

In the toolbar menu, hover over the hand icon to see your component (light, window, door) options. Click your desired component to pull up the component's customization options. From this point on, any time you click your map your component will be placed, so be careful not to leave random doors scattered around in your dungeon!

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2. Set Component Settings
Once your component menu is pulled up, you can set the line color of your component (as it will show on your Dynamic Lighting map), and toggle any of the customization features. For windows this includes locked/unlocked and open/closed. Doors have both locked/unlocked and open/closed, and aditionally have secret/visible- so that GMs may hide secret doors from players. Once chosen, these settings will become the default for that component until you change it again. However, after you've placed a component, all you need to do is click on it while on the Dynamic Lighting layer to edit it's settings.s2configure.gif
3. Place Your Component
Once your component's settings have been configured, with your component menu still pulled up, you can click anywhere on your map to place your component. Once you've placed the component, switch to select mode to move the two circles on either side of your component, and line them up with the barrier lines you've drawn. (We recommend a small overlap to ensure no leaking light!) Once aligned, double check to make sure there's no light leaks, and then repeat until your map is ready for adventure!chrome-capture-2023-0-5.gif
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