Mark Fired

What trait or traits would I need to use to mark a counter as having fired and at the conclusion of a turn have all the ‘mark fired’ markers removed?

That depends. How is the marker being implemented - There are many ways to do
this. Is it a layer on the actual piece that is firing or is it a stand alone
piece/counter?


From: Doggo mike@eleven-bravo.co.uk
To: messages@vassalengine.org
Sent: Thu, April 14, 2011 11:37:35 AM
Subject: [messages] [Module Design] Mark Fired

What trait or traits would I need to use to mark a counter as having
fired and at the conclusion of a turn have all the ‘mark fired’ markers
removed?


Read this topic online here:
https://forum.vassalengine.org/t/mark-fired/3837/1

I was thinking of using a simple marker with the text ‘Has Fired’. I would probably utilise this through a prototype so that it can be switched on and off.

However, I don’t want to spend half-an-hour clearing the marker from each counter that has fired in the turn and would like some sort of global command that ‘clears’ all fired markers that are ‘on’.

It would work very similar to the ‘Mark Moved’ trait.

Knowing a way of doing this would also open up other opportunities for using markers in my games.

Thanks for helping.

Ok so its going to be its own layer inherent to the actual Firing piece.

You’ll want to use the layer trait on the unit that has fired to display the
marker on/off. Call the Layer Name “Fired” with a key command of Ctrl F in the
Activate line (This would be the first line, also change “Activate” to
“Fired”. Clear all other fields and checkboxes and add your image

To remove:

Add a Toolbar Global Key Command (right click the top of the menu tree and
select the Add Global Key Command option)

In the dialog that now pops up enter the following:

Description - whatever…
Key Command - Ctrl F
Matching Properties - Fired_Active = true
Within a Deck - No pieces
Button Text - Clear Fired
Tooltip text - whatever…
Button Icon - whatever…
Hotkey - F1
Suppress individual reports - check on
Report Format - leave blank

This will give you a button that says “Clear Fired” in the toolbar which can be
pressed that will delete all the Fired markers currently on the Map(s)


From: Doggo mike@eleven-bravo.co.uk
To: messages@vassalengine.org
Sent: Thu, April 14, 2011 12:15:59 PM
Subject: [messages] Edit: [Module Design] Re: Mark Fired

[This message has been edited.]

I was thinking of using a simple marker with the text ‘Has Fired’. I
would probably utilise this through a prototype so that it can be
switched on and off.

However, I don’t want to spend half-an-hour clearing the marker from
each counter that has fired in the turn and would like some sort of
global command that ‘clears’ all fired markers that are ‘on’.

It would work very similar to the ‘Mark Moved’ trait.

Knowing a way of doing this would also open up other opportunities for
using markers in my games.

Thanks for helping.


Read this topic online here:
https://forum.vassalengine.org/t/mark-fired/3837/3

I cannot get it working.

The trial counter has the following traits: Basic Piece, Delete, Layer - Fired

Layer Fired has the following properties:

Name: Fired
Loop Through Levels: Checked
Fired: CTRL F
One Image: fired.png
Level Name: Fired

Global Command is as given in your earlier answer.

You need two images

Image 1 would be a transparency the same size as the game piece. This would represent “not fired”

Image 2 would be a transparency with the word “Fired”.

If you have the layer trait set to loop through images, a CTRL F will toggle between the two.

Thanks Guys, got it working now.

It was the two images in the layer that was the problem - I only had the ‘fired’ image :frowning:

Once I put in a transparent empty image as the ‘not-Fired’ image it worked.

Also, the conditional statement ‘Fired_Active = true’ - does this need to have spaces either side of the ‘equals’ sign?

I do that for clarity but I don’t believe it does.