Tom H. said: I can provide no help, I am just insanely interested in what you are showing. What game system are you trying to implement? Hi Tom, I have a blurb on my profile; I'm mainly a 72/76 scale modeller (not the best, mind you) who runs wargames with his figures and models. I'm developing something that could be scaled up or down in map scale and unit size to run a WWII armour/infantry campaign. My elementary school and later other friends and I have been at this since the 70s. Now that we are scattered all over Canada, we've had a ball with internet based campaign previously (like playing Diplomacy and resolving stand-offs with a wargame) in the past and another of my buddies ran a US Civil War campaign in the early 2000s that went well. Usually though when people are visiting their families here in our home city, we try to arrange a game between old and new friends. So I'm working on this to recreate the great fun we've had with the other on line campaigns, but with more direct involvement than previously. Here's a few pics from past games. Please forgive my vanity: What I am working on currently is geared to running games in Crossfire with home brew armour rules. CF is a somewhat unique WWII infantry game where a stand of figures is a squad. So the tokens represent companies, platoons, and occasionally squads/sections or individual vehicles. However, as I mentioned above, it could be scalable to any unit size and any set of rules, including modern, horse and musket, ancients, etc. I'm very much in the beginning stages, but the idea is both sides have the same map and their own tokens are blue, spotted enemy are red (standard map thing I did in my own service a century ago, I'm a bit anal about that and don't want one side to be red, the other blue or purple, though that would make things easier!). Hex scale is 2 km across with the standard 70 px. I haven't worked out a way to limit token movement and don't think I really need to do that. So both sides plot their moves using the free hand tool or polygon tool. I copy the named tokens (I use a button to turn off names using The Aaron's tokenmod as a macro and a few other things) onto a GM map, work out where and when contacts take place (there will be a morning, afternoon and night turn for each day), send alerts to each side so that they may choose to divert current moves, if possible (easier to do if radio equipped, of course and depending upon user side, radio issue scale - for example Allied/German armour platoons and individual tanks will have radios, but only Soviet armour companies and higher will have have them). This lets me figure out what and where games need to take place and when - can they be fought in the current campaign turn or the next, what artillery batteries or mortar platoons might be in range to provide indirect fire in the game. Finally, for each side, I then copy the friendly units and any enemy they can see. Enemy units are changed to red and with no name and no control by the players. That is pasted back into a new truecopy map (so both sides can track turns - I'll be archiving previous maps) and see what is going on. Some units like recce units and mortar/artillery observers, depending on type - vehicle versus dismounted troops - and terrain will not be revealed to the other side. Sounds complicated, but it's fairly simple. This is a screen shot of part of the map and sample of the tokens in the journal tab. I made the tokens using Corel Draw because the stuff I found and downloaded from online were not as transparent or as sharp as I liked, but mainly because I thought it would be fun to do. I wanted to have something look Squad Leaderish (the Avalon Hill board game), but didn't quite manage it. And the map is not based on anything except an area from "Imagination Land", LOL The armoured recce platoon I have selected shows number of subunits (in this case number of armoured cars or light tanks) as 3, which is also showing as a status bar below. The centre circle is the move rate of 18:4. That's 18 hexes total with a cost of 1 to enter a road and 5 to go cross country. The cost to go cross country is high because these are 6 wheeled armoured cars (I actually know from experience troop leading Cougars that 6 wheeled armoured cars are garbage cross country). Infantry at the moment are 4:2. There are extra move points costs to go up a hill contour (on road or not) or to enter a woods hex off road. I may need to adjust the movement upward as, according to Frank Chadwick (Author of Command Decision - never played, have the original rules), "you can never have too much movement". The third circle gives an idea of what type of equipment the platoon has, in this case, BA-10 armoured cars. For longer names, I'll use a shorter abbreviation. The players and GM will be expected to give more details about the units in their respective unit status documents. This is a GM view, so the Germans won't see the Soviets and visa versa. Here's a sample of the Soviet status: The Purpose of my Original Question with the function fArty (yes, I know what that looks like, LOL) For indirect fire mortars and artillery, that third circle will not indicate equipment, but will show range, in km they can fire in support (as long as there is a forward observation officer - FOO - for the artillery battery or a mortar fire controller - MFC - for the mortar platoon). That is what I am working on in m opening question for this topic - script to identify if the unit type is mortar (mor) or artillery (arty) and then make visible a circular aura with diameter equal to the range from the token's third circle. I also want to do something similar with zone of control, ZOC, a term from hex based board wargames which will highlight area around a unit through which enemy may not pass without engaging the unit. ZOC will be based on the type of unit (infantry, armour, etc) and the strength of the unit. Strength is the first circle on the left, in this case, 3. Anyway, that's where I am ATM. Slow going as I'm involved in the D&D campaign plus real life work and home renovations. Sorry for the long blurb, -- Tim