ledhead900 10 Posted October 6, 2013 I am trying to use a trigger to make a couple map markers used as a visual zone border. The mission I am working on has the squad move up towards a town, you get a new task and then I needed a couple of pre placed map markers to become visible. The markers must remain hidden until this trigger is tripped. I thought the below method may work, I have not tried it yet. 1. Place the trigger down grouped to player, sync the trigger to a map marker? Other possible method is using the INIT section with a hide and show function synced to the trigger much like how get hostages to work. Share this post Link to post Share on other sites
2nd ranger 282 Posted October 6, 2013 Check out marker commands like setMarkertype and setMarkerAlpha. You can have the marker be of the 'empty' (invisible) type initially, but then use the trigger to set it to a visible type. Or set its alpha to 0 on startup, then set it to 1 when you want it visible. Share this post Link to post Share on other sites
ledhead900 10 Posted October 6, 2013 That should do it both those methods you posted look good, thanks. Eventually I won't have to ask so much newbie stuff lol Share this post Link to post Share on other sites
Von Quest 1161 Posted October 6, 2013 Or you can create a Marker tied to an object. Works great for things that are on-the-move. Change Sleep to update how fast you want. 1. Setup Trigger how you want. 2. In On Act box activate the script: nul=[]execVM "crashsite.sqf" crashsite.sqf _markerDP1 = createMarker["F18jet1Marker",getPos F18jet1]; "F18jet1Marker" setMarkerShape "ICON"; "F18jet1Marker" setMarkerType "hd_objective"; "F18jet1Marker" setMarkerColor "ColorRed"; "F18jet1Marker" setMarkerText "CSAR - F-18 CRASH SITE"; "F18jet1Marker" setMarkerAlpha 1; [] spawn { while{not isnull F18jet1} do {"F18jet1Marker" setMarkerPos getPos F18jet1; sleep 999;}; }; Share this post Link to post Share on other sites
ledhead900 10 Posted October 6, 2013 (edited) Or you can create a Marker tied to an object.Works great for things that are on-the-move. Change Sleep to update how fast you want. 1. Setup Trigger how you want. 2. In On Act box activate the script: nul=[]execVM "crashsite.sqf" crashsite.sqf _markerDP1 = createMarker["F18jet1Marker",getPos F18jet1]; "F18jet1Marker" setMarkerShape "ICON"; "F18jet1Marker" setMarkerType "hd_objective"; "F18jet1Marker" setMarkerColor "ColorRed"; "F18jet1Marker" setMarkerText "CSAR - F-18 CRASH SITE"; "F18jet1Marker" setMarkerAlpha 1; [] spawn { while{not isnull F18jet1} do {"F18jet1Marker" setMarkerPos getPos F18jet1; sleep 999;}; }; Oh nice, so this is for things that move around so say I wanted the marker to be positioned on a dead player I would setup the trigger to check if he was dead and then the above would put a marker where the object was at the time?. I don't have a use for that right now but thanks. I ended up with the this code tied to the trigger "On Act" and the trigger group bound to the team leader and set to groups of units works well for my purposes. When the group in question walk over the trigger it counts down from 5 and then displays circles in yellow just as I wanted. "Zone1" setMarkerBrush "SOLID"; "Zone2" setMarkerBrush "SOLID"; "Zone1" setMarkerAlpha 0.5; "Zone2" setMarkerAlpha 0.5; "Zone1" setMarkerShape "ELLIPSE"; "Zone2" setMarkerShape "ELLIPSE"; "Zone1" setMarkerSize [200, 200]; "Zone2" setMarkerSize [100, 100]; Edited October 6, 2013 by ledhead900 Share this post Link to post Share on other sites
KevsNoTrev 44 Posted October 6, 2013 this may also help someone else in the future makes a marker the same size as a trigger /* File: markerToTrigger.sqf Author: Mika Hannola Description: Makes an existing or new marker cover a trigger area. Parameter(s): _this select 0: <string> marker name - if no marker uses the name, a marker will be created _this select 1: <object> trigger that will be covered by the marker _this select 2 (Optional): <boolean> changes are local (default: false) Returns: Marker name (string). Returns empty string if a marker couldn't be moved or created. How to use: _marker = ["marker1", trigger1] call BIS_fnc_markerToTrigger; */ Share this post Link to post Share on other sites