[messages] [Module Design] counters disappearing on tiles

JoelCFC25 jkoepp at yahoo.com
Thu Oct 24 06:45:29 MST 2013

Game Piece Layers are configured at the Map Window level. That is, if in
the Editor your map window doesn't already have a Game Piece Layers
node, you'll have to right-click the Map Window node and create one.
Then you can double-click it to get the dialog shown here: 

When you specify the "Property name for layer" (which confusingly
defaults to __Layer__, which is also the name of a piece trait), you're
describing which property you're going to have on all the pieces for
which you want to assign a drawing order priority. 

The way you'll assign this property to all your pieces is with the
__Marker__ trait. When you create a Marker trait on a piece
(http://www.vassalengine.org/wiki/PropertyMarker[2]), you have the
freedom to pick any property name and value. But you just told the Game
Piece Layer tool to look for a property called "Layer" on your pieces.
The Marker trait is where you do it: make the property name "Layer" and
put in your value. Maybe for your purposes you'd choose a value of
"Tiles" on your map tiles, or perhaps "Map". 

On all your counters you'll add a Marker trait called "Layer" but with a
different value--say, "Units". Then back in the Game Piece Layer dialog,
you'll have to specify these drawing layers and order them
appropriately. So at the top you'll have "Tiles" (this means it will
draw __below__ all other layers), then next you'll have "Units". This
ensures that units will never stack with map tiles and will always draw
__above__ them. 

Does that make sense?

[1] http://www.vassalengine.org/wiki/GamePieceLayers
[2] http://www.vassalengine.org/wiki/PropertyMarker

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