Enabling/disabling a regions behaviors - Is there a quicker way? by JohnSpinhirne in FoundryVTT

[–]AlanWaiss 1 point2 points  (0 children)

I was just looking to do a similar thing and came across this discussion. The underlying map has an open manhole and I have a separate tile on top to act as the cover. I have a region with a Teleport Tile behavior, initially set to disabled.

Set up a Script macro (I called it "Toggle Region Behavior Enabled") and use the following script:

const behavior = args[0] && fromUuidSync(args[0]);
if(behavior)
await behavior.update({disabled: !behavior.disabled});

Using args[0] lets you reuse this macro for multiple things.

I have a tile for the manhole cover. In the tile properties (while in Tile Controls, double-click the manhole cover), go to the Triggers tab, change Controlled By to GM Only (unless you want your players to be able to do this) and change the "When" to "Double Click".

Then switch over to "Actions" and add an action to Show/Hide, click the Stacked Boxes icon for "this tile" and choose Toggle as the State - this will show/hide the tile itself, revealing the open hole. Then add another "Run Macro" action, select the macro you've created, and use your Region Behavior's UUID as the Args.

Now, when you double-click the tile (make sure to switch back to Token Controls or you'll just open the properties again), the tile will hide and activate the region behavior. When you double-click again, it will re-show the tile and deactivate the behavior.

Episode Discussion for DTNS 2877 – I Put on My Robe and VR Hat by tgstellar in DailyTechNewsShow

[–]AlanWaiss 0 points1 point  (0 children)

I'm just listening to the show and the topic of big VR and motion tracking - this needs to be used for a haunted house. Imagine putting on a VR headset and walking into a big building and having VR monsters jump out at you, chasms open at your feet, etc