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] [Non-text portions of this message have been removed]
