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aeroson

Dynamic Player Markers

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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 / info
A script to mark players on map
All markers are created locally
Designed to be dynamic, small and fast
Shows driver/pilot, vehicle name and number of passengers
Click vehicle marker to unfold its passengers list
Lets BTC mark unconscious players
Shows Norrin's revive unconscious units
Shows who is in control of UAV unit

89zkjyI.jpg



License, legal stuff
You are free to use GET/SET Loadout scripts as you wish. Though it would be nice of you to put my name into credits.



Usage

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



download_button.png
download player_markers.sqf
download example mission




Changelog
player_markers.sqf


v2.6
- Added optional options

v2.5
- 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 names

v1.7
- Initial release

Edited by aeroson
  • Like 2
  • Thanks 2

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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

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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...

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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)

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My bad, found the problem in farooq's revive (1.4d). After applying the fix it works perfectly - thanks again!

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great script really useful for testing missions so you can see where all your enemy are

Cheers

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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.

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Look for the sleep within the script (sleep 0.025). Adjust that to a longer duration.

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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 by HaveANiceDay
just

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@HaveANiceDay: I have no idea, it might have something to do with UI scale. Or BIS changed the font in one of the updates.

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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

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@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

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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)));

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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 by Terminus

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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.

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