Hi Brent,
Thanks again :)
That only partly answers my question though:
I guess what I want to know is whether Vassal assigns a kind of "sticky"
default attribute to all pieces that join a specific location (and how
to suppress that), that subsequently prevents them to be separated as a
stack, unless the "does not stack" property is put on them. I noticed
that property when setting up scenarios for Air Force: if you happen to
drop by mistake an aircraft on another one in the same hex, no way you
can separate them ever, and you need to delete the whole stack. I know
it's a question to discuss with the module designer, but I use it to
illustrate my point. In a cardboard game, you can always "physically"
split any stack in any manner you like. My best example is Squad Leader,
where stacked units from the same side will join, move as a stack, then
separate again.

I guess my question was about how to implement that in Vassal. I
considered digging into the details of the ASL modules, but not knowing
what to look for, it amounts to searching for a needle in a haystack ;)

--- In [email protected], "Brent Easton" <[EMAIL PROTECTED]>
wrote:
>
> Hi,
>
>
> >*********** REPLY SEPARATOR ***********
> >
> >On 25/08/2006 at 9:20 PM mirec_delech wrote:
> >It seems I was overoptimistic, as I am trapped in a loop problem:
> >
> >1. if I accept to allow stackable pieces, I have not been able to
find
> >a way of splitting the stack once several pieces are stacked. This
> >seems to be close to the problem reported -- and left mostly
> >unanswered so far -- by Scot McConnachie in the "Two Feature
Requests"
> >post #1670.
>
>
> Wow, that's an old post!
>
> Ok, I think what you are after is Game Piece Layers. You define these
within a Map and you specify a Marker name (say Layer) and the set of
values that define different stacking layers (say Terrain, Ground, Air,
Marker). Units will then stack into seperate stacks based on the value
of their 'Layer' marker. The stacks sit directly above each other in the
order you specified in the Game Piece Definitions.
>
> In your case, you will probably use a Marker named 'Side' and the
values 'Allied' and 'Axis', or whatever is appropriate to your game.
>
> To view all the pieces in all stacks, you will need to change the
'Include individual pieces:' option to 'from all layers'.
>
> To manipulate pieces in a lower stack, your need to be able to get to
it, but it is directly underneath the upper stack. So you add 'Game
Piece Layer Controls' to your Game Piece Layers. These allow you to turn
layers on or off, or rotate the order the layers are displayed in.
>
>
> Regards,
> Brent.
>






 
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