Map movement reporting in 3.6.0

Okay I had to send a “request for access”

Access granted and link hopefully fixed.

Okay that expression you have, if you open the Expression Builder (little button on the far right) will actually show a red X. The problem seems to be some of the double-quotes in there are actually some kind of “other weird encoded character, not an actual double quote”. When I pull those out the expression seemed okay?

lol, because I tried changing it to CurrentMat only, then copy-pasted the original back from here, which did some weird forum formatting. Thanks for spotting the mistake.

Here’s a copy of it after I deleted all the " marks and put new ones (though I’m not sure what copying it in here to the forum will do)

{CurrentMat==“Commander” ? “” : PlayerId + " – " + pieceName + " moves from " + previousLocation + " to " + location + " *"}

(Put it in triple backticks. That’s for code and will preserve the formatting.)

{CurrentMat==“Commander” ? "" : PlayerId + " – " + pieceName + " moves from " + previousLocation + " to " + location + " *"}
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Look how the Commander part of that is surrounded by something that is NOT regular ascii double quotes

Thanks.

OK, so now the error doesn’t generate, but the reporting is unchanged from before the snapshot.

Also, Benkyo – I’d have been able to tell you whether the expression now works except that I can’t figure out how to actually make those little force bars attack to a commander as a Mat.

They will be MS smart quotes, the bane of my existence.

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So how do I actually make a dude and put him on a mat to actually test that? I remember some earlier version where the commander had a little visible zone around him, but I can’t find that any more.

OK, because of how mats work (preventing snap to location of units), you now have to drag the units on the player hand to where you’d expect, then slick the setup button on the toolbar to activate the layer, attach the units, and send it all to the map.

I’m afraid I’m completely lost there. Could you make me a saved game?

Can probably stop the forum from converting them by default, no?

I am sad that it is not intuitive. The instructions are behind the units, which I suppose is a problem.

Here you go:

Okay so two things:

(1) Got it fixed - try the next build of that name that goes up.

(2) I’m a little flummoxed that you think something about the way mats work is making you have to do this odd thing w/r/t the cargo bars? Can you walk me through it a bit? Say I had a commander on the map, and I wanted to drag a cargo “bar” onto him … what is it about the commander having his little aura and me dragging the piece onto him that makes that not work for you?

There is no problem on the map itself. Units rarely get added to corps, it’s mostly the other way round. Dragging a unit into a commander’s corps works fine, it’s just pixel-perfect lining up that is difficult.

In setup, it is nice to have everything neatly lined up. To that effect, the private hands have a rectangular grid, and the units snap into position. That doesn’t work if the commander mat layer is active.

I worked around this by having the commander mat layer inactive, and a setup button that activates it, attaches the units, and sends them all to the map.

I did this because actually having a setup button does save dragging labor for the players, and allows me to have the hands at 100% zoom instead of matching zoom to the map for accurate positioning. (I found that at 50% zoom, I sometimes missed selecting the units after a group select when I wanted to drag them onto commanders)

I guess there might be other ways to have the units snap to position on the private hands based on CurrentX and CurrentY, but I didn’t see any pressing need to go down that road.

Oh I see. Yeah you could have them check their location “if on player mat” and send-to-location themselves for a snap. My own experience is that if I try to require the use of a button then half my players are sure to turn out to be dragging everything manually :wink:

Note an easy-ish way to do that snap would be … if you divide that player hand up into zones/regions so that each little tile bar/square is a region? So then on receiving the apply-on-move command for the map, the little bars would just Send to Location … to their current “LocationName”! Which would snap them to the center point of whatever one they were over. Anyway – in case you want to do the snapping w/o having to get all into CurrentX/CurrentY shenanigans which does sound horrendous.

Is there a way I could do that cleanly using CurrentMatOffset? I just noticed that, and it would probably be quite fiddly to get right, but it would be cool to have a snapto that worked on the main map too.