ozdeadmeat 12 Posted February 7, 2015 I would like to add script made markers to be editable by Zeus. Is there a way to add markers to the Zeus interface without having to create them manually? By markers I mean markers i.e. F6' option in the editor. Share this post Link to post Share on other sites
joemac90 16 Posted April 16, 2015 I would also like this feature. I have tried using this script but the markers are not added to zeus. _markers = allMapMarkers; zeus addCuratorEditableObjects [_markers,true]; Share this post Link to post Share on other sites
austin_medic 109 Posted April 23, 2015 I would like to add script made markers to be editable by Zeus. Is there a way to add markers to the Zeus interface without having to create them manually?By markers I mean markers i.e. F6' option in the editor. The code above simply doesn't work because the markers arent objects at all. They are simply created using drawIcon3d. addMissionEventHandler ["Draw3D",{ { _markerPos = getmarkerPos _x; _colorS = getMarkerColor _x; _text = markerText _x; _color = (configfile >> "CfgMarkerColors" >> _colorS >> "color") call BIS_fnc_colorConfigToRGBA; if ( _color isEqualTo [] ) then { _color = [ 0, 0, 0, 1 ]; } else { if ( typeName ( _color select 0 ) == typeName "" ) then { { _color set [ _forEachIndex, call compile _x ]; } forEach _color; }; }; _path = getText(configFile >> "cfgMarkers" >> "mil_dot" >> "icon"); //this seemed to cause errors when trying to find marker icon paths dynamically drawIcon3D [_path, _color,_markerPos, 1, 1, 0,_text, 1, 0.025, "PuristaMedium"]; } foreach allMapMarkers; ]; should work when ran from init.sqf Share this post Link to post Share on other sites
benargee 20 Posted May 28, 2015 should work when ran from init.sqf Your code does nothing near the effect needed here. All you are doing is adding 3d icons. You are not adding them to the zeus interface. You can not interact with them as you do with zeus. On top of that, you are missing a } in your script. Share this post Link to post Share on other sites