Rotate is the way to go

However, VSQL inherited the 6 layer style of rotating and also has flip sides 
and does it like this:

 - The main layer is always active
 - The flip layer is defined after the main layer has a '^F Flip' Activate 
command and uses the same Increase and Decrease Key strokes as the main layer, 
but has no  command names

When you increase/decrease the main layer to change the facing, the flip layer 
will also increase/decrease and change facing even though it is not active. 
When you do the '^F Flip' command to activate the flip layer, it is already at 
the same facing.

Using 'Replace' to do this sort of thing is painful.

Cheers,
Brent.

*********** REPLY SEPARATOR ***********

On 6/12/2006 at 8:23 PM Gary Krockover wrote:
I'm just curious Dave as to why you wouldn't use a "rotate" trait on the 
counter with the reduced unit as the only layer?

GJK

At 07:14 PM 12/6/2006, you wrote:
>I have a game where I have a counter with the "layer" trait with six levels to 
>represent the six hexagonal facing directions. That works fine. But I want to 
>be able to flip the counter to represent a reduced unit of the same type that 
>also has the identical "layer" triats representing the same facing directions. 
>I'm using the "replace with" trait and it works fine except the "replace" 
>counter does not retain the same facing/layer as the original counter even 
>though it has the identical layer traits levels. I checked the box that is 
>supposed to retain the same traits but it doesn't work. According to the help 
>info, the replacement counter should retain the same facing. Any suggestions?
>
>Thanks, Dave Briggs


 
____________________________________________________________
Brent Easton                       
Analyst/Programmer                               
University of Western Sydney                                   
Email: [EMAIL PROTECTED]



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