Hi Carrington,
I don't believe you can pass a property value from one counter to another.
Can you explain in simple terms want you want to achieve with your CRT
resolver, rather than a possible method to achieve it? I am having trouble
working out exactly what you want to do. There may be other ways to approach
the problem.
>Which also suggests a way of imbuing properties (Terrain costs and
>Terrain modifiers on a mapboard -- simply stack an immovable,
>unstackable counter on each hex).
Yes, that's right, you can do this, but it is pretty painful on anything other
than a small scale. You either
a) Add the terrain counters as part of a saved game. You then need to make
sure that
any and all new games that get created use, or are based on that start game.
or
b) Add all the terrain counters as At-Start stacks, which sounds like a great
idea until you realise that At-start stacks are placed by specifying the x,y
co-ords which makes it INCREDIDBLY painful to get them in the correct place.
I recently finished a module that used Area movement and I created a piece for
each zone that exactly matched the shape of the zone. It had two
semi-transparent layers, one for each player and is used to shade the zone the
color of the player who has control. It was control by a star-shaped counter
button that fitted over a Star printed on the map board. Oh the pain to get
those in the right place.
I am thinking we need a way of placing At-start stacks visually, where you see
the map and the bottom counter of the stack and you get to move it around to
where it should go.
>*********** REPLY SEPARATOR ***********
>
>On 9/09/2006 at 2:29 AM carrington_ward wrote:
>Is there a way of passing variables/properties between counters?
>
>It struck me that an operation like this could allow for a
>reasonably easy method of constructing an in-module combat chart, as
>well as attaching data (like movement costs and Terrain effects) to
>locations on map.
>
>I posted the following to CSW -- I was relatively excited about the
>idea and will probably implement a portion of it for VG Vietnam.
>But the idea doesn't seem to have caught on.
>
>CRTs and Combat Resolution: Teaching Vassal to cross-index
>
>It struck me it would be reasonably simple to implement combat
>resolution within vassal with dynamic properties and trigger events.
>
>One scheme would be simply creating one layer for each cell on the
>combat results table, with these layers randomized on a basic piece
>representing the odds (or the firepower). In VASL, this would mean
>that defensive fire would entail spawning a firepower counter, then
>moving it to the target....
>
>A somewhat more ambitious scheme would be to recreate the combat
>results table on a separate mapboard with MxN squares (where M-1 is
>the number of columns, N-1 the number of dice results) and combat
>result counters in each square. Combat would entail "marching" a
>counter east to the odds column, then south to the die roll (a six-
>sided counter) and then spawning a copy of the combat result as a
>new counter on the gameboard.
>
>Which also suggests a way of imbuing properties (Terrain costs and
>Terrain modifiers on a mapboard -- simply stack an immovable,
>unstackable counter on each hex).
>
>Struck me as a rather cool dynamic... Has anyone tried to implement
>something like this?
>
>(hmm.. funny, I get the feeling that this is just reinventing a
>spreadsheet program within Vassal....or, rather, a kludgy, OOPy way
>of specifying an array without actually looking up the Java function
>for an array.)
>
>
>
____________________________________________________________
Brent Easton
Analyst/Programmer
University of Western Sydney
Email: [EMAIL PROTECTED]
Yahoo! Groups Links
<*> To visit your group on the web, go to:
http://groups.yahoo.com/group/vassalengine/
<*> Your email settings:
Individual Email | Traditional
<*> To change settings online go to:
http://groups.yahoo.com/group/vassalengine/join
(Yahoo! ID required)
<*> To change settings via email:
mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
<*> To unsubscribe from this group, send an email to:
[EMAIL PROTECTED]
<*> Your use of Yahoo! Groups is subject to:
http://docs.yahoo.com/info/terms/