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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