>I see. That, like a lot of things, seems more convoluted than it should be.
Actually, it seems fairly simple and sensible to me. This is exactly what the Game Piece Layers are for. Things like overlays and Base Control control counters should be in their own layer which makes hiding the higher layer only simple and logical. If you have more that 2 layers, then Multi-action buttons allow you to hide/show multiple layers at once. Adding features that duplicate existing functionality does not seem like a high priority to me? Cheers, Brent. >*********** REPLY SEPARATOR *********** > >On 16/01/2007 at 8:57 PM Joel Uckelman wrote: >Thus spake Timothy Mccarron: >> There is a method currently, by using Game piece layer control and switching >> on/off the layers you dont wish to see, but all the pieces must reside in tho >> se layers that have been designated by the layer control trait > >I see. That, like a lot of things, seems more convoluted than it should be. > >I was thinking that we should add an 'If' trait, which lets you specify >another trait and a condition. What this would do is turn on trait X for >a piece whenever the condition is true. For this situation, maybe an >'Exempt' or 'Never' trait would be useful, which would tell a token to >ignore certian commands... Just getting technical for a moment Joel, but this is far more difficult than it sounds. There is no generic, programatic way to turn the action of a trait 'on' or 'off'. 'Restrict Commands' turns the command on/off via myGetKeyCommands(), but each trait handles it's own 'on-ness' in it's own way. >-- >J. > > ____________________________________________________________ Brent Easton Analyst/Programmer University of Western Sydney Email: [EMAIL PROTECTED]
