Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Sorry I explained what I meant really badly, though using the terminal to lock/unlock doors on the map is something I forgot about.

What I was wondering, was, whether it is possible to do something along the lines of selecting one option from the terminal's menu (say it's called COMMUNICATIONS) this then opens up a different list of options on the terminal (say, for example these two options, OPEN COMMUNICATIONS WITH DOCKING BAY 01, OPEN COMMUNICATIONS WITH DOCKING BAY 02), which depending on which option you pick then leads to a further list of options and responses.

In the case of opening/closing doors, is it possible to have it report the door's change of status as a response in the terminal (for example it changes the text on screen to say locked/unlocked?

(2 edits)

Ok, understood. There currently isn’t support for that kind of nesting. The two workarounds which come to mind are

  1. Secure Shell. Which will connect to another Terminal.
  2. if the nested material is just text. You can use either a Foundry native UUID link. Or there is html you can use for folding sections (use foundry’s journal source editor). Here is an example (click on one of the sections to expand):
click to open

any html can go in here

relevant html code

<details>
  <summary>click to open</summary>
<p>any html can go in here</p>
</details>

There is a visual for when the state of a door changes.

Thanks Coda, that helps a lot. Much appreciated.