d3lta 10 Posted December 25, 2013 Hi masters, How I restrict usage of user markers on the map only to local view? I don't want global or side visualization of markers. Best regards D3lta Share this post Link to post Share on other sites
iceman77 19 Posted December 25, 2013 createMarkerLocal along with the other local marker commands. If you mean while ingame and placing markers, i believe direct communication, team or vehicle chat would be the closest to making an "local" marker. Share this post Link to post Share on other sites
d3lta 10 Posted December 25, 2013 (edited) Thx Iceman77 but, I explain better: I want to lock the possibility of player to do global markers, side markers, vehicle markers, using dblclick on the map . The marker's player is visible only for the player. I think that is more real that global markers.... best regards Edited December 25, 2013 by D3lta Share this post Link to post Share on other sites
iceman77 19 Posted December 25, 2013 To render a marker local you need to create it locally as mentioned above. But tbh, I'm still not 100% sure of what you're getting at. It almost sounds as if you're talking about INGAME placing of map markers (dblClick etc). Share this post Link to post Share on other sites
d3lta 10 Posted December 25, 2013 INGAME placing of map markers (dblClick etc). yes is it. Share this post Link to post Share on other sites
iceman77 19 Posted December 25, 2013 I'm sure there's a hacky way to do it. To literally restrict markers being local to the person whom made it... instead, why not just use a good channel? Using vehicle channel should render a marker local, even if not in a vehicle. Share this post Link to post Share on other sites
d3lta 10 Posted December 25, 2013 I'm sure there's a hacky way to do it. To literally restrict markers being local to the person whom made it... instead, why not just use a good channel? Using vehicle channel should render a marker local, even if not in a vehicle. sharing of markers is not much real. I think so. Share this post Link to post Share on other sites
iceman77 19 Posted December 25, 2013 But if you switch to vehicle channel (if alone in a vehicle or onfoot) it should create the marker locally for only you. So it's not for sharing... I'd use that instead of a hacky work around to make all marker creations local. Using the other channels is to share information with a side or globally. Also, it isn't unrealistic for a unit to get on the radio and let his comrades know of a position (marker) ---------- Post added at 17:09 ---------- Previous post was at 17:05 ---------- I'm sorry I shouldn't be busting your balls, but that's how I'd do it. Else, I'm sure there's a way. Digging through the config viewer can make magic happen :) Share this post Link to post Share on other sites
d3lta 10 Posted December 25, 2013 But if you switch to vehicle channel (if alone in a vehicle or onfoot) it should create the marker locally for only you. Hummmmmm, it's cool... I will try this: disableChannels[]={0,1,2,3,5,6}; https://community.bistudio.com/wiki/Description.ext Thx Iceman77 Share this post Link to post Share on other sites
iceman77 19 Posted December 25, 2013 There ya go. Just a small amount of searching can go along way :) Share this post Link to post Share on other sites
Wellspartan 10 Posted December 25, 2013 Hello, I would like to know how to create a forbidden zone that only unlocks when the player has done the objective.:confused: Please reply it you do know <Thx>:o:o Share this post Link to post Share on other sites
iceman77 19 Posted December 26, 2013 (edited) One that instantly jumps to mind (from the other hundreds of similar posts) is that you could set a repeat trigger to kill anyone who enters it. You could then delete the trigger when the objective has been met. There may be more elegant ways. But that's simple enough. :rolleyes: Trigger Name: sensor1 Size: 500 x 500 //or whatever Condition: Anyone - Present - Repeatedly onAct: {_x setDamage 1;} forEach thisList; objective script //waitUntil your objective has been completed and delete the trigger waitUntil { some condition }; deleteVehicle sensor1; Edited December 26, 2013 by Iceman77 Share this post Link to post Share on other sites