A mask is just a layer, as Brent described. --- Thomas Russ <[EMAIL PROTECTED]> wrote:
> > 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 > > > > > > > > ____________________________________________________________________________________ Need Mail bonding? Go to the Yahoo! Mail Q&A for great tips from Yahoo! Answers users. http://answers.yahoo.com/dir/?link=list&sid=396546091
