Vector Layers

Airsoft Force Tracking introduces a new Vector Layers management window, designed to give game organizers and session administrators precise control over tactical information shared during gameplay.

Before diving into the tool itself, it is worth explaining what vector layers are and how they differ from traditional map tiles.

Vector Maps vs Raster Maps

Raster maps (map tiles) are static images that form the geographical background of the map. They provide terrain context such as roads, forests, and buildings, but they are not editable and do not carry gameplay logic.

Vector layers, on the other hand, represent editable tactical information. They consist of objects such as arrows, lines, and polygons that can be created, modified, organized, and synchronized between players. Because they are vector-based, these elements scale cleanly, remain readable at different zoom levels, and can be dynamically updated during a session.

In Airsoft Force Tracking, vector layers are not just drawings – they are a shared tactical communication tool.

Tactical Information Sharing and Information Asymmetry

One of the core features of vector layers in AFT is the ability to share them selectively with other players in a session.

A session administrator can draw tactical elements on the map — for example:

  • movement routes,
  • attack directions,
  • no-go zones,
  • ambush locations,
  • minefields,
  • radiation zones for scenario-based games such as STALKER or Fallout.

Each vector layer can then be assigned visibility rules per army. This allows the administrator to:

  • show one army a planned movement route,
  • show another army an ambush zone,
  • while personally seeing all layers at once to manage the game flow.

Individual armies only see the layers assigned to them. This intentional information asymmetry ensures that players never gain unintended knowledge about enemy plans, while still allowing complex and immersive scenarios to be managed digitally.

Accessing Vector Layers

The Vector Layers window is available from the main navigation menu under “Layers”.

Opening this tool displays a list of all vector layers available on the device. New layers can be added using the hamburger menu:

  • Add new map layer – creates an empty vector layer ready for editing.
  • Import map layer from KML file – imports an existing KML file stored on the device.

Imported layers are immediately rendered on the map and can be further edited, organized, or published to other players.

Enabling and Disabling Vector Layers

Each vector layer in the list includes a visibility switch.

Turning a layer on or off controls only the local display on the current device. This setting does not affect other players and does not change session-level visibility rules.

This separation is intentional:

  • Visibility rules (admin) define who is allowed to see a layer.
  • Local toggles (player) define whether the layer is currently useful or distracting.

Practical use case: During gameplay, multiple vector layers may be active at the same time, each serving a different purpose. While all of them may be relevant from a scenario design perspective, not every layer is useful at every moment.

For example:

  • A player may temporarily hide a radiation zones layer to better assess terrain and movement options.
  • A squad leader may enable minefield layer after passing through the area to reduce visual clutter.
  • During fast movement, players may turn off strategic or narrative layers and focus only on immediate tactical elements.
  • An administrator may prepare several thematic layers (e.g. objectives, hazards, story elements) knowing that players can enable them only when they become relevant.

Because local toggles do not affect other participants, each player can adjust their map view to their current role and situation without breaking the intended information flow of the scenario.

Vector Layer Settings

Tapping a layer in the list opens its details window, which consists of four tabs.

1. Layer Tab

This tab allows renaming the layer and shows its current scope:

  • Local layer – exists only on the current device.
  • Published layer – shared with other players in the session.

A local layer is not visible to others until it is explicitly published.

From the hamburger menu in this tab, additional layer-level actions are available:

  • Delete layer – removes the entire vector layer from the device.
  • Export to KML – saves the current state of the layer, including all shapes and folders, as a KML file on the device.

The export option makes it possible to archive layers, share them outside of a session, or reuse prepared tactical content in future games.


2. Publish Tab

The Publish tab is available only to session administrators.

Publishing a layer triggers a synchronization process that distributes the current state of the vector layer to other players. Importantly, publishing is not a one-time action:

  • Any changes made after publishing remain local.
  • Other players receive updates only after the layer is published again.

This workflow allows administrators to freely edit, review, and refine tactical content before sharing it with the session.


3. Visibility Tab

Also restricted to administrators, the Visibility tab defines which armies can see the layer.

The interface presents a simple list of armies with switches to enable or disable visibility. This mechanism is the foundation for controlled information flow during gameplay.


4. Styles Tab

Vector layers use a single default style per layer.

This tab defines how newly created objects will appear, including:

  • fill color,
  • border color,
  • border width,
  • transparency.

All arrows, lines, and polygons added to the layer inherit this style automatically.
From the hamburger menu, administrators can also reset the styles of all existing objects, replacing them with the layer’s default style.

Editing a Vector Layer

In the Layers window, each layer includes an edit icon. Activating it opens the editing mode.

On the right side of the screen, a property panel appears, displaying a tree structure based on the layer’s KML hierarchy. Objects can be grouped into folders, which can be expanded or collapsed to keep complex layers organized.

Long-pressing any node in the tree opens a context menu. A secondary context menu is also available from the top of the property window. Both menus provide the same actions:

  • Center on – centers the map on the selected object.
  • Delete – removes an object or an entire folder.
  • Add new folder – creates a container for grouping related objects and keeping the layer logically organized (for example, separating objectives, hazards, or narrative elements).
  • Add new arrow – used to mark movement directions, planned advances, retreat paths, or identified enemy attack vectors.
  • Add new line – suitable for marking detected fortifications, zone boundaries, fences, trenches, or other linear terrain features.
  • Add new polygon – used to define areas such as minefields, radiation zones, no-go areas, or building outlines.

This structure makes it possible to manage even large tactical layers without clutter.

Drawing New Objects

Selecting Add arrow, Add line, or Add polygon switches the interface into drawing mode.

The right-side panel displays three controls:

  • Add point – adds another point to the shape.
  • Finish drawing – completes the object and adds it to the layer.
  • Abort drawing – cancels the operation.

Completed shapes immediately appear in the KML tree and are visible locally on the editing device.

At this stage, changes are still private. Other players will not see new or modified objects until the administrator returns to the Publish tab and publishes the layer again. This ensures a clear workflow: edit → review → publish.

Vector Grids

While vector layers allow importing structured tactical data (such as KML zones, areas, and objectives), Airsoft Force Tracking also supports built-in map grids that can be displayed on top of any map.

Users can enable:

  • DMS grid – latitude and longitude lines (Degrees, Minutes, Seconds)
  • MGRS grid – Military Grid Reference System

These grids improve navigation, coordinate reporting, and radio communication during gameplay.

Summary

Vector layers in Airsoft Force Tracking provide a powerful way to manage tactical information, control information flow between armies, and support complex scenario-driven gameplay. By combining editable vector objects, per-army visibility, and controlled publishing, AFT enables organizers to guide the narrative and structure of a game without breaking immersion.