Tim,

Great work on TS.

I'm not trying to be nearly so elaborate.  Just wanted to be able to
do the marker placement tricks for spaces and state control boxes. (is
there some way to make that happen automatically?)

I guess I need to understand the game piece layer thing better.

Thanks,

Steve

--- In [email protected], "Tim McCarron"
<[EMAIL PROTECTED]> wrote:
>
> Steve, in order to make the map alive with right click menus etc,
you have
> to make the map one big giant counter that does not stack and always in
> place with an at start stack trait (position on blank map board) and
> restricted access trait to prevent player movement. It should be the
lowest
> game piece layer. Your zones will still be on your "blank map"
underneath
> acting as an invisible grid that lines up with the map counter for
reporting
> purposes, which the other basic pieces will use when placed on top
of your
> map counter (via game piece layers)
> 
>  
> 
> If your trying to do the same thing as the TS mod (have certain
parts of the
> map auto zoom etc.) I can try to explain in greater detail how this is
> achieved (it is mostly done graphically outside of vassal and then added
> with a whole load of at start stacks)
> 
>   _____  
> 
> From: [email protected]
[mailto:[EMAIL PROTECTED] On
> Behalf Of spetras73
> Sent: Friday, August 04, 2006 10:26 PM
> To: [email protected]
> Subject: [vassalengine] Cool map tricks
> 
>  
> 
> Hi,
> 
> I'm trying to make a module for GMT's For the People (2006).
> 
> I have all the art from GMT.
> 
> I want to make the map a bit more 'alive.' I want players to be able
> to right-click on a space and put down a PC marker (a control marker
> for those unfamiliar with the game.)
> 
> I tried to reverse engineer the Twilight Struggle module but it is way
> over my head. :( Does anyone know a better example. 
> 
> I was planning to put down a MultiZone grid comprising of a zone for
> each space. This will allow move reporting. How do I add layers to
> these zones (I assume I want to do this with Layers)? 
> 
> Is there a better way?
> 
> Thanks.
> 
> Steve
> 
>  
> 
> 
> 
> [Non-text portions of this message have been removed]
>







 
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