On Mar 24, 2007, at 6:54 PM, Brent Easton wrote: > > Have the multi-step images in one layer. These are manipulate by > your 'Step' commands. This can be an Always Active layer with all > available step images in it. > > Have the blank counter in a seperate layer that is above (i.e. > defined after, is below in the trait list) the Step layer. This can > be an Activating layer. When it activates, the blank image will > display over the top of the step images and hide them.
But isn't this the type of thing that masking is designed for? Wouldn't using a mask be simpler than having a separate blank counter? > > Cheers, > Brent. > >> On 25/03/2007 at 1:46 AM mwilding wrote: >> I am creating a module for a game with multi-step unit counters. When >> the units are not in contact with the enemy a blank counter (no unit >> info showing) should be shown. When the counter goes to / from its >> blank state how do I keep it at the correct unit step? > > ____________________________________________________________ > Brent Easton > Analyst/Programmer > University of Western Sydney > Email: [EMAIL PROTECTED] > > > > > Yahoo! Groups Links > > >
