ORIGINAL: Froonp
ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets
1 - the popup box appears on the left, towards the bottom, where it does not obscure other information.
2 - all the messages about each die roll are presented in one place.
3 - in addition to showing the current round of air-to-air combat, which side is rolling the dice is also clear.
4 - when only one choice is available, the program doesn't ask for the player to decide anything, but still lets the player know what happened.
Can't this log be embedded in the air to air combat form ? Instead of being in a separate form ?
The problem I saw with it is that when the player clic in the air to air combat form, this die roll result form will disappear behind won't it ?
So it would
maybe be better to have it like a log that can scroll up and down so that you can see the previous results.
I am actually using two different components that appear in the same place, are the same size, and look very similar.
Most of the time what is shown is a separate form which contains an OK button. This form is displayed as 'Modal', meaning clicking on any other forms, buttons, or any other stuff on the screen is ignored. The player has to click on the popup form's OK button before the program will do anything else. That is exactly what I want to have happen, and the effect can not be readily achieved except by using a separate form.
However, when the result of the die roll is that one of the players needs to select a unit (to abort, destroy, or clear through), then I simply have a message panel appear as part of the larger air-to-air form. That panel obscures the list of other air-to-air combats and the insert map, but leaves the details concerning the current air-to-air combat visible. It also lets you call up the air-to-air combat results chart if you want to review that before choosing a unit.
Once the player clicks on either the front fighter or bomber (to destroy/abort) or one of the listed bombers (to clear through), the message panel is removed from view and play continues.
Basically, this works out as the entire air-to-air combat process being within the borders of the air-to-air combat form - except when a unit has been aborted. Aborted units are processed immediately as a digression from the sequence of play using the full detailed map. During these digressions the air-to-air combat form disappears, but reappears after the digression is over.
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As usual, more than you wanted to know.[;)]