Jose,

I think I understand.. It is unlikely that anyone would edit a module whilst
in the game.. most  use play  when playing. 

However I would suggest using global key/ trigger action commands , with
restrict range or to match up with certain counter classes. 

You could then use a map level global command or turn command to set/re-set
activation status based on the layer name. 

By layer name if you give groups of Counters the same layer name this can be
one of the matching properties.

I recommend you read documentation/help guides on Prototype / Global
properties /Trigger Action Dynamic Property.


see    http://wiki.vassalengine.org/doku.php?id=user_tutorials:advanced as a
good place to start and the built in help when editing.
 
Jerry


 
-------Original Message-------
 
From: Jose V. Lorenzo
Date: 08/20/06 03:07:22
To: [email protected]
Subject: [vassalengine] Re: Security cuestion
 
Hi again

I think you didn't understood me or i explained very bad! I'm developing my
OWN game with my OWN (or public) material. 

The problem in this module, is that I've used too much Layers which are
activated and desactivated with the same Keys, just to show differents
images depending of the moment. If some person edits this pieces and access
to this layers, they appears again as unactived, so when you try to play a
game the will not work properly.

I want to invalid the edit mode to protect the module of accidents. Is there
any way to do that? According with your message, it seems NO.

Thanks again for your help


---------------------------------

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