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]
>
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