Thread: Accept/Reject All Movements
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June 1st, 2023, 18:54 #11
- Join Date
- Mar 2020
- Location
- Wales, UK
- Posts
- 305
A temporary workaround which might help in the meantime.
Divide your map up into sectors by using door or window occluders and lock them to "gate" people so they can't go further than you want them to be able to. They don't have to correspond to actual doors or windows on the map, they're just there to restrict player movement so they can't charge over the whole map- you can have a few extra-big windows splitting the map into sectors.
I've done that successfully with big exploration maps (both wilderness and combat scale dungeon maps).
It's a bit of a kludge but it saves having token lock on outside of combat.
Cheers, Hywel
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June 1st, 2023, 19:06 #12
- Join Date
- Aug 2022
- Posts
- 157
You know, this is a great idea! Corral them
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June 1st, 2023, 19:40 #13
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June 1st, 2023, 21:37 #14
- Join Date
- Aug 2022
- Posts
- 157
Another creative solution !
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