Gunter Severloh 4088 Posted February 17, 2013 Hi guys, I have built several missions in the past, and have used UPS, and other related patrol scripts, you need to place a marker on the map for the Ai squad to spawn from and then go on their patrol, problem is when ingame you can see the spawn marker and the patrol area markers you placed in the editor, is there a command that can hide these markers so that they dont clutter up the map ingame? I search for a command hidemarker, and something similar but found no such commands, is there a way to hide these markers? Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 17, 2013 You can change the marker type to "empty" IIRC. Share this post Link to post Share on other sites
iceman77 19 Posted February 17, 2013 Use empty as suggested, but technically if you wanted to "hide" a marker, you could do "my_marker" setmarkerAlpha 0; Share this post Link to post Share on other sites
demonized 20 Posted February 17, 2013 I experienced issues when using empty markers in editor for UPS patrol zones, but this below worked nicely: setMarkerAlpha for missions not to show Markers in briefing, use in init.sqf to hide markers. "markerName1" setMarkerAlpha 0; "markerName2" setMarkerAlpha 0; or using the foreach way if you have many markers. {_x setMarkerAlpha 0} foreach ["markerName1","markerName2"]; Edit: ninjaed :) Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 17, 2013 Didn't know that one, but what's the problem with changing markers' type ? Share this post Link to post Share on other sites
Gunter Severloh 4088 Posted February 17, 2013 (edited) lol wtf guys, were you guys responding as I was typing up the thread, lol gees, Anyways You can change the marker type to "empty" IIRC. That worked for a flag marker which is the spawn point for the AI squad, but then theres the marker that isn't an icon and is just a solid eclipse marker which is the patrol area for the Ai squad, what options for that? Use empty as suggested, but technically if you wanted to "hide" a marker, you could do "my_marker" setmarkerAlpha 0; i see the reference that Demonized linked to the setmarkerAlpha, where : When alpha equal one, the marker is visible, but if alpha equal zero, then the marker is invisible. Demonized where in the init.sqf script would i put the codes as currently my init script looks like this for a mission I have: RespawnLocation = "m_Start"; // marker name, init start location player setPos getMarkerPos RespawnLocation; //player addeventhandler ["Killed", {_this execVM "scripts\respawn_player.sqf"}]; // would rather use event handler player execVM "scripts\respawn_player.sqf"; // infinite loop, controls respawning if (isServer) then { [] execVM "cleanup.sqf"; [] execVM "intro.sqf"; 0 = [600] execVM "modules\CEP_Caching\main.sqf"; }; if not isserver exitwith {}; [] execVM "briefing.sqf"; }; Lastly i would like to ask if i may, i seen a command for taskDefend position for commands, where a squad would defend a position, or area even patrol it, how does that work and how can I set it up? thanks for your help very much appreciated! Edited February 17, 2013 by Gnter Severloh Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 17, 2013 That worked for a flag marker which is the spawn point for the AI squad, but then theres the marker that isn't an icon and is just a solid eclipse marker which is the patrol area for the Ai squad, what options for that? Yes, good point, and changing markers' alpha is better because you don't have to remember what marker type is needed if you want to show it again. Share this post Link to post Share on other sites
demonized 20 Posted February 17, 2013 I would just place it in top of init.sqf just plainly as i wrote it in previous post, no if isServer This way you ensure the markers are hidden before anything else is done. Though it possibly doesnt matter. Just run a test mission to verify. Share this post Link to post Share on other sites
Gunter Severloh 4088 Posted February 17, 2013 Yes, good point, and changing markers' alpha is better because you don't have to remember what marker type is needed if you want to show it again. Right, i see it now, but with the editor you would still know where the markers are at their just not showing ingame now. I would just place it in top of init.sqf just plainly as i wrote it in previous post It worked, i had 9 markers to hide, those were the patrol areas, and then the rest being the spawn points i just made empty which also worked! that cleared it up. Funny is I been editing since day 1 OFP and I am still learning how to implement stuff. Can I ask again now that the marker question is cleareed up, solved, how i would go about implementing the taskdefend command seen here: http://community.bistudio.com/wiki/BIS_fnc_taskDefend I get this part: Place function module on map2. Make one waypoint for group and put this code in Waypoints On.Act. field nul=[group this, position this] call BIS_fnc_taskDefend; But my question is with the AI squad's waypoint would that be a move waypoint? and do i place the end waypoint on the vehicle or thing to be defended? Share this post Link to post Share on other sites
demonized 20 Posted February 17, 2013 it must be a waypoint wich can be completed, so no guard or hold waypoint. others will work, move is good. Group will man nearby static defenses within a 100 metre radius of the defense position and guard the position. Some units will man weapons, others will patrol and the remainder will sit on the ground. Share this post Link to post Share on other sites
Kommiekat 12 Posted February 19, 2013 If I'm not mistaking, I think you can use just about any marker, empty regardless and use a trigger and Game Logic. Trigger "marker1" setMarkerAlpha 1; Game Logic "marker1" setMarkerAlpha 0; Share this post Link to post Share on other sites