Hi Jerry,

Yes, send me that, I would like to get to the bottom of this one.

> A couple of quick question  Can you lock a game piece so it cant move but
can still be selected ? 


Not exactly, but you can make it difficult to accidentally select and move by 
using either 'Does Not Stack' or 'GamePiece Layers'

Brent.

*********** REPLY SEPARATOR ***********

On 14/11/2005 at 9:06 PM Starman wrote:
Hi Brent, 

I can reproduce it at will , the module is over 5mb I've taken the code out 
and now doing it differently. 

However its quite easy to add a couple of examples back in. I can send you
detail privately as to where to find it , as it is a commercial version. I
am going to upload it to the site soon . 

A couple of quick question  Can you lock a game piece so it cant move but
can still be selected ? 

Jerry 
                                                 



-------Original Message------- 

From: Brent Easton 
Date: 11/14/05 20:41:00 
To: [email protected] 
Subject: Re: [vassalengine] Global Key Bug 

Hi Jerry, 

I'd like to see this happening, can you email me the module? If what you are
describing is happening, then it is a bug that needs fixing.There should be
no difference between a 'pallette' counter and a 'Place Marker' counter. 

Cheers, 
Brent. 


*********** REPLY SEPARATOR *********** 

On 14/11/2005 at 12:05 PM Starman wrote: 
Brent, 

I have removed the pallette counters for these pieces. However simple pieces 
with marker type=strikedo obey the global command, placed markers piece with 
the same marker don't. 

I just tested it with cards, pieces and placed markers. Setting them to have 
the same prototype and only the markers are excluded. Yet if I select 
multiple markers and use the key command via the keyboard that works. In all 
other respects they behave like game pieces. 

Good news about the "the trigger action" 

Jerry 





and 

-------Original Message------- 

From: Brent Easton 
Date: 11/14/05 11:18:29 
To: [email protected]; [email protected] 
Subject: Re: [vassalengine] Global Key Bug 

Hi Jerry, 

Are you sure the pieces being created are identical to those pulled from the 
palette? Have you changed the palette counters since you created the Place 
Marker trait's? Did you reflect these changes in the Place Marker trait? 

What selection criteria are you using on your Global Key Command? 

Cheers, 
Brent. 


*********** REPLY SEPARATOR *********** 

On 14/11/2005 at 10:36 AM Starman wrote: 
The Global Key command doesn't work when used on game pieces created by the 
place marker command. 

If its because they have a hidden type of marker could it be added to the 
global key. 

I sorted my at start setup problems by using pieces that generate other 
pieces via place markers and maintain a visible count layer on the spawning 
piece. However the spawned pieces don't react to Global commands yet an 
identical piece  picked from a map or deck will. 

Jerry 

-------Original Message------- 

From: Starman 
Date: 11/13/05 03:09:29 
To: [email protected] 
Subject: Re: [vassalengine] Game Piece palette suggestion 

Brent and Neil and All, 


I have found this quite limiting to and I don't favour using saved games to 
hold setups, the updater doesnt always work (I know its new) and the games I 

m working on have  Expansions. 

I'm currently working on a few projects both of which have a need for more 
flexibility in this area. 

The main problem is when there are scenario/campaign limits on the number of 

units used. 
Stacks of 4 to 40 for 10-50 different units is hard to set up and very messy 

to look at. 

For orders of battle then I feel the existing system is ok. Once in play we 
can use decks to store them, and global or individual commands to move them. 



Suggestion :- 

A game piece palette that can have a upper limit set on it and a counter to 
show current status. A refill command would top it off. 

It would also be cool to have a selected piece or pieces move to a specific 
deck or location/map automatically , instead of having to pull them off a 
counter pile and transfer them to a different window. 


Its amazing that as Vassal is becoming even more polished we are all 
becoming more demanding, or is it we can now tackle more ambitious 
conversions. Whicj is a great compliment , for what its worth to Rodney, 
Brent and the other main developers. 


Jerry 









-------Original Message------- 

From: Brent Easton 
Date: 11/13/05 02:40:05 
To: [email protected] 
Subject: Re: [vassalengine] Game Piece palette suggestion 

Hi Neil, 

The only way to implement this functionality at the moment, apart from 
At-Start stacks is by using Maps and startup files. This is of course messy, 

because you may want to have lots of these little maps and where do you put 
them and how do you control them. 

Some time ago I half finished a change that created a MapWidget that allowed 

a fully functional map to be added anywhere that a Chart could. This enabled 

you to have a chart window, complete with Tab windows etc, where each panel 
on a Tab was a fully functional Map. 

You would then populate the maps with limited numbers of counters pulled off 

your Game Pallette and then create a Saved Game. 

I solved the major technical problems, but got sidetracked and never got it 
finished off. I keep meaning to get back to it - RFE  916339 on sourceforge. 


Regards, 
Brent. 

*********** REPLY SEPARATOR *********** 

On 12/11/2005 at 3:14 PM Neil Randall wrote: 

Rodney, 

Request: Is there any way to have a separate counter tray (game piece 
palette) in which the counters are NOT unlimited? That is, it would work the 

way At-Start stacks do now, but offer a much more convenient way to sort 
them. 

I just find these much nicer to work with than At-Start stacks, but 
obviously the unlimited numbers aren't always workable. 

Thanks 
Neil 
____________________________________________________________ 
Brent Easton                       
Analyst/Programmer                               
University of Western Sydney                                   
Email: [EMAIL PROTECTED] 



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