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 --------------------------------- LLama Gratis a cualquier PC del Mundo. Llamadas a fijos y móviles desde 1 céntimo por minuto. http://es.voice.yahoo.com [Non-text portions of this message have been removed] [Non-text portions of this message have been removed] Yahoo! Groups Links <*> To visit your group on the web, go to: http://groups.yahoo.com/group/vassalengine/ <*> 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/
