Hi Charles,

I only noticed later that you had sent this to the VASSAL list, not the SL list!

>*********** REPLY SEPARATOR ***********
>
>On 17/06/2006 at 9:34 PM The Sutherlands wrote:
>Excellent,
>
>I am not sure what all the COI, CE etc.. stuff does (dont have the VASL
>stuff loaded). My interest is for more of a minature game rather than a
>counter based game so looks are a factor. My preferred solution for a
>turret would be to simply add a layer that has the attribute [can rotate
>independently]. This would help as you would need only one turret image
>instead of 12 or so for each individual layer level needed and you dont
>have>to worry about the turret getting left or messed up with other
>layers/counters.

You can do this now. The 'Can Rotate' trait only affects traits below it, so 
make your last two traits 'Can Rotate' followed by the turret layer.



>If you have lots of other status stuff you need shown would it be
>possible to have something similar to the mouse-over viewer but with a more
>configurable text/graphic display properties. Kind of like a mini status
>window.
>Now a full blown status window would be the best of all worlds. A
>persistant window that would show a set of properties/status/markers based
>on the currently selected counter would be just way to cool. The window
>would be configured in the map section while what the window would display
>would be configured in the piece. That way different types of counters
>could show different sets of information [prototypes would make this very
>easy]. I could see this being used for morale/hit points/ammo/command
>status/weapons load outs etc... Now you have all the info available but it
>is not cluttering up the map section or buried in different layers/property
>sheets/markers. Putting in a [mask] or [restricted] property to hide part
>of the data would be handy as well.


Ok, that's not a bad idea. It could be a floating window that you could 
hide/show via a toolbar button. Ideally, you would even be able to dock it into 
the main display between the main game piece pallette and the chat window!

The actual information displayed would all be based on Properties - the 
existence, type and layer showing of different traits can pretty much all be 
identified through properties now.

How would you handle the case of multiple selections? Easy solution is to just 
show the details for the first selected. Hard solution is to do some sort of 
summary?

A basic floating status window showing details of selected properties for the 
current/first selected piece should not be too difficult! I'll add a RFE for it 
and wait for a round tuit :)

>Enough of my ranting though. Hope some of your solutions work there way
>into Vassal proper.
>
>Good hunting
>
>Charles
>
>Hi Charles,
>
>Good timing with this discussion.
>
>Development of VSQL version 4.0 is well under way and one of the last
>items on the list is:
>
>----------------------------------------------------------
>18) AFV presentation fixes
>AFV presentation fixes (all for COI?): (AY)
>* there should be a way for all markers (malfunction, etc) to
>automatically travel with the vehicle, perhaps by putting these into the
>vehicle menu?
>* the (GI) method of using a turret image for CE was not an improvement
>and should not be used. Instead, use either the COI "CE" counter or the one
>now used on SL vehicles. [Keep it separate from the turret.]
>* When a tank is fliped to become a wreck, remove all extra
>characteristics (turret, CE, malfunctions, abandoned ...)
>----------------------------------------------------------
>
>So any and all thoughts relating to the display of AFV status appreciated
>at this time.
>
>I think we have no choice but to keep with the current method of
>displaying the turret status with layers as part of the main piece.
>Otherwise, therie is too much risk of the turret becoming detached from the
>tank. This is the problem with the current plethora of status counters that
>can potentially be loaded up on top of an AFV:
>
>- CE/Buttoned Up
>- Immobilized
>- Stunned / +1 To Hit/Withdraw
>- MA malfunction/disabled
>- MG malfunction/disabled for SL
>- BMG malfunction/disabled for COI
>- CMG malfunction/disabled for COI
>- AAMG malfunction/disabled for COI
>- SA malfunction/disabled (what is that?)
>
>Is that the lot?
>
>Here are some ideas.
>
>In other modules I have worked on, status information like this is not
>added to counters by piling mountains of separate counters on top of them
>(which results in stacking, display and movement problems), but by adding
>small marker layer images onto, or around the base counter.
>
>The top edge of the counter is reserved for User labeling.
>
>The right edge of the counter is currently reserver for the large 'Moved'
>marker.
>
>That leaves the left and lower edges to carry additional markers. Perhaps
>Armament malfunction/disabled markers could be strung along the bottom
>(squares with M, MG, B, C, A or S in them, with colors or marks to indicate
>whether dmalfunctioned or disabled)?
>
>Not all of these need to be done in this way. Perhaps something like the
>Stunned/+1/Withdraw is better left like it is?
>
>Talking about turrets, my feeling is we remove the CE/BU status as Alan
>suggests, and make the turret smaller and consisting of just the turret
>shape with a white border as a transparent gif. Then it can be left in full
>view on top of the counter at all times.
>
>Perhaps the BU/CE can be indicated by a symbol on the turret? Or in the
>top left hand corner of the counter which is unused in vehicle counters?
>
>Keep the ideas coming,
>
>Brent.
>
>*********** REPLY SEPARATOR ***********
>
>..
>
>[Non-text portions of this message have been removed]
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>
>
____________________________________________________________
Brent Easton                       
Analyst/Programmer                               
University of Western Sydney                                   
Email: [EMAIL PROTECTED]



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