PlacidPaul 11 Posted October 4, 2013 (edited) This is not my script. It was part of the A2 ACR dlc. I really think it adds a lot, let me give some pro's. Why use it -Gives the mission a Area of Operation (player understands there's nothing over there) -With land locked maps, it hides the edge of the world :butbut: -Interesting apps to PvP -makes map feel even bigger than it is -here's the biggest....... I don't want to memorize the topography of altis, this will slow that down ;) how to: Place a marker at center of intended map, name it cover. Hit save. Open mission.sqm, search cover, copy location (9032.2012,28.573496,22438.363) Put in init but switch third number to second (9032.2012,22438.363,28.573496) Adjust size of map, example below (2000, 2000) init 0 = [[9032.2012,22438.363,28.573496],[2000,2000],true] execVM "covermap.sqf"; coverMap.sqf /* File: fn_coverMap.sqf Author: Karel Moricky Description: Covers unused part of the map Parameter(s): _this: OBJECT - Area Trigger Returns: Nothing */ _pos = _this select 0; _posX = _pos select 0; _posY = _pos select 1; _size = _this select 1; _sizeX = _size select 0; _sizeY = _size select 1; _zoneProtection = _this select 2; _dir = 0; _sizeOut = 100000; _sizeBorder = (_sizeX max _sizeY) / 50; if (isnil "bis_warningDis") then {bis_warningDis = 100}; if (isnil "bis_minefield") then {bis_minefield = {}}; if (isnil "bis_minefield_explode") then {bis_minefield_explode = {}}; _colorForest = "colorkhaki"; _colorDesert = "coloryellow"; _colors = if (worldname in ["Takistan","Zargabad","Mountains_ACR","Shapur_BAF","Ardistan"]) then { ["colorblack","colorblack","colorblack","colorwhite","coloryellow",/**/"colorblack"/**/,"colorblue",_colorDesert]; } else { ["colorblack","colorblack",_colorForest,"colorgreen",_colorForest,/**/"colorblack"/**/,_colorForest,_colorForest]; }; for "_i" from 0 to 270 step 90 do { _sizeMarker = [_sizeX,_sizeOut] select ((_i / 90) % 2); _dirTemp = _dir + _i; _markerPos = [ _posX + (sin _dirTemp * (_sizeX + _sizeOut)), _posY + (cos _dirTemp * (_sizeY + _sizeOut)) ]; for "_m" from 0 to (count _colors - 1) do { _marker = createmarker [format ["zone_%1_%2",_i,_m],_markerPos]; _marker setmarkersize [_sizeMarker,_sizeOut]; _marker setmarkerdir _dirTemp; _marker setmarkershape "rectangle"; _marker setmarkerbrush "solid"; _marker setmarkercolor (_colors select _m); if (_m == 5) then { //_marker setmarkercolor "colorblack"; _marker setmarkerbrush "grid"; _marker setmarkersize [_sizeMarker,_sizeOut]; }; }; //--- White borders _sizeMarker = [_sizeX,_sizeY + _sizeBorder * 2] select ((_i / 90) % 2); //_sizeBorderTemp = if (_i == 90) then {_sizeBorder * 2} else {_sizeBorder}; _sizeBorderTemp = _sizeBorder; _markerPos = [ _posX + (sin _dirTemp * (_sizeX + _sizeBorderTemp)), _posY + (cos _dirTemp * (_sizeY + _sizeBorderTemp)) ]; for "_m" from 0 to 7 do { _marker = createmarker [format ["zoneBorder_%1_%2",_i,_m],_markerPos]; _marker setmarkersize [_sizeMarker,_sizeBorderTemp]; _marker setmarkerdir _dirTemp; _marker setmarkershape "rectangle"; _marker setmarkerbrush "solid"; _marker setmarkercolor "colorwhite"; }; //--- Warning if (_zoneProtection) then { _sizeTrigger = [_sizeX,_sizeY * 1.5] select ((_i / 90) % 2); _sizeCoef = 5; _marker = format ["bis_warning_%1",_i]; _triggerPos = [ _posX + (sin _dirTemp * (_sizeX + _sizeTrigger/_sizeCoef)), _posY + (cos _dirTemp * (_sizeY + _sizeTrigger/_sizeCoef)) ]; _trigger = createtrigger ["emptydetector",_triggerPos]; _trigger triggerattachvehicle [player]; _trigger settriggeractivation ["member","present",true]; _trigger settriggerarea [_sizeTrigger,(_sizeTrigger / _sizeCoef),_dirTemp,true]; missionnamespace setvariable [_marker,_trigger]; _trigger settriggerstatements [ "this", format ["%1_spawn = %1 spawn bis_minefield",_marker], format ["terminate %1_spawn;",_marker] ]; //--- Death _trigger = createtrigger ["emptydetector",_triggerPos]; _trigger triggerattachvehicle [player]; _trigger settriggeractivation ["member","present",true]; _trigger settriggerarea [_sizeTrigger,(_sizeTrigger / _sizeCoef) - (bis_warningDis * 2),_dirTemp,true]; missionnamespace setvariable [_marker + "_d",_trigger]; _trigger settriggerstatements [ "this", "{position _x call bis_minefield_explode} foreach thislist;", "" ]; }; }; //--- Black frame Inner _marker = createmarker ["zoneBorderInner",_pos]; _marker setmarkersize [_sizeX,_sizeY]; _marker setmarkerdir 0; _marker setmarkershape "rectangle"; _marker setmarkerbrush "border"; _marker setmarkercolor "colorblack"; //--- Black frame Outer _marker = createmarker ["zoneBorderOuter",_pos]; _marker setmarkersize [_sizeX + _sizeBorder * 2,_sizeY + _sizeBorder * 2]; _marker setmarkerdir 0; _marker setmarkershape "rectangle"; _marker setmarkerbrush "border"; _marker setmarkercolor "colorblack"; All thanks and credit goes to, BIS and Karel Moricky Edited October 4, 2013 by PlacidPaul Share this post Link to post Share on other sites
Lucasmnunesk 2 Posted October 4, 2013 The only downside of this, it that it hides the grid numbers on the map unless you zoom in. I have preference over a full map, but it does looks cool Share this post Link to post Share on other sites
PlacidPaul 11 Posted October 4, 2013 (edited) unless you zoom inUnless? Yes it is hard to zoom. :j: Just joking. You do only have to zoom just a little, very little, to see grip reference. They are at the top of screen, so by looking at the picture above, you can see just how much you would have to zoom to see grid reference. It really matters what kind of mission it is used in, it does have applications. Thought I would share. Also, the green feels very A2, maybe this could be changed to a more A3 color. Edited October 4, 2013 by PlacidPaul Share this post Link to post Share on other sites
iceman77 18 Posted October 4, 2013 This is interesting. Thanks. Share this post Link to post Share on other sites