aeroson 8 Posted June 3, 2013 (edited) If you are looking for better and updated player markers use this > Soldier Tracker ( Map and GPS Icons / Markers ).Sorry folk, this has been discontinued.Summary / infoA script to mark players on mapAll markers are created locallyDesigned to be dynamic, small and fastShows driver/pilot, vehicle name and number of passengersClick vehicle marker to unfold its passengers listLets BTC mark unconscious playersShows Norrin's revive unconscious unitsShows who is in control of UAV unitLicense, legal stuffYou are free to use GET/SET Loadout scripts as you wish. Though it would be nice of you to put my name into credits.UsageIn (client's) init do: init.sqf 0 = [] execVM "player_markers.sqf"; no options, default behaviour is used:will show players for your side in multiplayeror you and all ais on your side in singleplayerto change this you can add any of the following options"players" will show players"ais" will show ais"allsides" will show all sides not only the units on player's sidethis will show all players and all ais, you can add allsides if you want to show all sides 0 = ["players","ais"] execVM 'player_markers.sqf'; once you add any of these default behaviour is not useddownload player_markers.sqfdownload example missionChangelogplayer_markers.sqf v2.6- Added optional optionsv2.5- Shows who is in control of UAV- Replaced all icons with arrow, player's arrow is bigger- Plenty more can't remember :(v1.8- Added: number of passengers, click to see passenger namesv1.7- Initial release Edited July 22, 2016 by aeroson 2 2 Share this post Link to post Share on other sites
killzone_kid 1330 Posted June 3, 2013 So where is download button? Share this post Link to post Share on other sites
1para{god-father} 105 Posted June 3, 2013 nope sorry cannot see it , maybe he forgot to add it ? Share this post Link to post Share on other sites
aeroson 8 Posted June 3, 2013 (edited) :O sorry, should be good now download player_markers.sqf Edited August 30, 2013 by aeroson Share this post Link to post Share on other sites
aeroson 8 Posted September 5, 2013 updated player_markers.sqf v2.5 - Shows who is in control of UAV - Replaced all icons with arrow, player's arrow is bigger Share this post Link to post Share on other sites
2rgt oberst 14 Posted October 22, 2013 updated player_markers.sqfv2.5 - Shows who is in control of UAV - Replaced all icons with arrow, player's arrow is bigger not work :( Share this post Link to post Share on other sites
tomturner 10 Posted October 22, 2013 script doesn't work in my mission and neither does the example mission. ! Share this post Link to post Share on other sites
aeroson 8 Posted October 27, 2013 Sorry gents, it used to show only players in multiplayer, but seeing as everyone wants to use it in singlepayer i've added support for it. Although it shows unit's names and not their callsign, will add it as well if you want it ? updated player_markers.sqf updated example mission v2.6 - Added optional options In (client's) init do: init.sqf 0 = [] execVM "player_markers.sqf"; no options, default behaviour is used: will show players for your side in multiplayer or you and all ais on your side in singleplayer to change this you can add any of the following options "players" will show players "ais" will show ais "allsides" will show all sides not only the units on player's side this will show all players and all ais, you can add allsides if you want to show all sides 0 = ["players","ais"] execVM 'player_markers.sqf'; once you add any of these default behaviour is not used Share this post Link to post Share on other sites
dezibert 10 Posted October 28, 2013 Thanks, good stuff! Any chance this can be made persistent? I was not able to make it show up on the map after player dies/respawns... Share this post Link to post Share on other sites
aeroson 8 Posted October 28, 2013 Once it runs it should keep showing markers no matter what happens. Could you upload your mission please? (So i can dig in and find out whats going on) Share this post Link to post Share on other sites
dezibert 10 Posted October 28, 2013 My bad, found the problem in farooq's revive (1.4d). After applying the fix it works perfectly - thanks again! Share this post Link to post Share on other sites
Doodle 10 Posted October 28, 2013 great script really useful for testing missions so you can see where all your enemy are Cheers Share this post Link to post Share on other sites
ShinShin 10 Posted October 29, 2013 Smexy! ;D Good work man. Saves us a lot of time, thanks for your work <3 Share this post Link to post Share on other sites
-sbs-Karlos 10 Posted December 2, 2013 is there anyway you can set this so that it only updates every so often, say 3 mins? I'm looking to build a hunter/hunted map and would like to show opposite side markers but only periodically. Share this post Link to post Share on other sites
iceman77 18 Posted December 2, 2013 Look for the sleep within the script (sleep 0.025). Adjust that to a longer duration. Share this post Link to post Share on other sites
HaveANiceDay 10 Posted January 14, 2014 (edited) How would I enable the game to use the font on the example pictures in the original post? Currently the game is using a very bold text and makes it hard to read when there are a number of players clustered together. Thanks, HaveANiceDay Edited January 14, 2014 by HaveANiceDay just Share this post Link to post Share on other sites
aeroson 8 Posted January 26, 2014 @HaveANiceDay: I have no idea, it might have something to do with UI scale. Or BIS changed the font in one of the updates. Share this post Link to post Share on other sites
atmo 29 Posted January 27, 2014 Great work. Thanks for the useful script. Very easy to use. Works as it says on the tin, and great for debugging MP missions etc. +1 Atmo Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted January 27, 2014 +1 only thing I want to tweak is the player marker colors. Share this post Link to post Share on other sites
aeroson 8 Posted January 29, 2014 (edited) To change your's marker color look for if(_vehicle == vehicle player) then { and add under it _marker setMarkerColorLocal COLOR; Where COLOR is one of these http://community.bistudio.com/wiki/setMarkerColorLocal Edited January 29, 2014 by aeroson Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted January 29, 2014 @MDCCLXXVI look for if(_vehicle == vehicle player) then { and add under it _marker setMarkerColorLocal COLOR; Where COLOR is one of these http://community.bistudio.com/wiki/setMarkerColorLocal ty experimenting I saw this _color = _unit call _getMarkerColor; _getMarkerColor = { [(((side _this) call bis_fnc_sideID) call bis_fnc_sideType),true] call bis_fnc_sidecolor; }; and stopped reading Share this post Link to post Share on other sites
aeroson 8 Posted January 29, 2014 To change side colors you would need to change _getMarkerColor function, currently its using BIS colors. You can change into something like this (["ColorGreen","ColorRed"] select ([EAST,WEST] find (side _this))); Share this post Link to post Share on other sites
terminus 0 Posted January 30, 2014 (edited) Thanks Aeroson for this script. Very handy. Is there a way to show IND(GUER) units to BLUFOR units and visa versa when they are allies ? Also, any chance of a option, to display the group ID or whatever setgroupID is set on the group leader only. We're finding lots of names can clutter a map. Especially on missions with lots of players in small areas. A good system is where players in a different group only see one marker (n_inf) for the other group, but see all all player markers in your own group. Many thanks if you can do this. Cheers Cheers Edited January 31, 2014 by Terminus Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted January 30, 2014 To change side colors you would need to change _getMarkerColor function, currently its using BIS colors.You can change into something like this (["ColorGreen","ColorRed"] select ([EAST,WEST] find (side _this))); yea I like the BIS side color for the player markers, so ended up just changing other marker colors to adapt to it. ty. Share this post Link to post Share on other sites
k0rd 3 Posted February 13, 2014 Thanks for this script! Share this post Link to post Share on other sites