Randy,
>----------
>The reason is that in REDS!, the Done markers are not placed on any
>unit that moves, but on Red units only that cross the boundary between
>two (geographical) fronts. Since activation of Red units is by random
>chit draw and per front, this reminds you not to activate the same
>unit more than once per turn. I may yet enable "moved" marking for
>the convenience of players, but not as a substitute for the Done
>markers (which I think are working now as intended.)
Just some ideas if you want to take this further - You can still automate a lot
of this. Have the Front Chit activate only Red units in its matching zone. Have
Red units automatically sprout a Done marker when they move from one front to
the next.
1. Use Zones to draw a zone over each of the grographical fronts. Under you map
board, you will need to create a Multi-zoned grid, then create your primary
hex-grid under the multi-zoned grid. Also create one Zone for each front, edit
it and draw it over the zone on the map and name it appropriately.
2. Change your 'Done' counter to a layer that is activated by Ctrl D Done
command. You need to do this so that you can detect if the counter id Done or
not. You can't do this with a Place marker.
3. Make Sure all counters have a Marker Side=Red or Side=White
4. Add a Marker to each activation chit setting the Front name: Front=West
5. Make sure the each zone is correctly - watch capitalization
6. Add a GlobalKeyCommand to the Activation prototype (i.e. will be applied to
all prototypes):
Command Name: Activate Units
KeyBoard Command: Ctrl A
Global Key Command: Ctrl D
MatchingProperties: Side = Red && Active_Done != true &&
CurrentZone=$Front$
So clicking Control A on the West Activation Chit will send a Ctrl D to all
counters belonging to the Red size who do not have their Done layer activate
and who are currently in the Zone named West
You can also make the Done marker appear automatically when moving a Red
counter between zones. This is a bit trickier, but a good exercise:
1. At the Bottom of the map is an option to apply a Key Command to every
counter after it moves. Use this to fire off a 'Trigger Action' that does the
following:
Trigger Name: Check Done
Trigger When Properties Match: CurrentZone != $OldZone$ && Active_Done !=
true
Menu Command: Leave blank
KeyStroke: Alt D
Watch For the KeyStrokes: none
Perform These KeyStrokes: Ctrl D, Alt Z
So, the Trigger fires of a Done command to the counter if has just moved to a
new Zone and is not already Active, then it runs the Alt Z command.
Map Triggers are applied to the counter after it has finished moving and has
been merged into any stacks in the target hex.
The Trigger then applied the keystrokes in the order specified, basically a
macro. Ctrl D checks to see if we have changed zones and turnon the Done
marker. Alt Z then updates the current zone into the dynamic marker.
Leaving the Menu Command blank means the comamdn does not appear on a
right-clickmenu. Using Alt Z ( or ctl-Alt Z or ctrl-Shift-Alt Z) means people
don't accidentally activate as might happen if you used Ctrl Z.
2. Where does OldZone come from? It is not a standard VASSAL property, you have
to build it yourself as a Dynamic Property:
Name: OldZone
Value:
Is NUmeric: no
Command 1:
Menu Command: leave blank
Key Command: Alt Z
Type: Set Value Directly
New Value: $CurrentZone$
So Alt Z saves the currentZone away in a dynamic property so that it can be
checked the next time the counter moves.
Cheers,
Brent
____________________________________________________________
Brent Easton
Analyst/Programmer
University of Western Sydney
Email: [EMAIL PROTECTED]
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