--- In [email protected], "Brent Easton" <[EMAIL PROTECTED]>
wrote:
>
> 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]
>
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