Rebitaay 13 Posted March 24, 2017 Hey all, Is there a way to hide the marker created by the "Respawn Position" module and "BIS_fnc_addRespawnPosition"? I've searched around a bit and could only find how to hide a normal marker using setMarkerAlpha. Thanks in advanced. Share this post Link to post Share on other sites
Flash-Ranger 195 Posted March 24, 2017 That's it : Add this in the init.sqf file. "respawn_west" setMarkerAlpha 0; Share this post Link to post Share on other sites
Midnighters 152 Posted March 24, 2017 Does addRespawnPosition actually create a marker though? I dont see any way to track the markers created from it if hat is the case. Share this post Link to post Share on other sites
Rebitaay 13 Posted March 24, 2017 5 hours ago, Flash-Ranger said: Add this in the init.sqf file. "respawn_west" setMarkerAlpha 0; That doesn't work, because there is no marker called "respawn_west". As I said in my first post, I'm using the in-game method using modules and BIS_fnc_addRepsawnPosition. There are also respawns in my mission that are created later in the game from a Mobile-HQ, so init.sqf probably wouldn't work for them. 4 hours ago, Midnighters said: Does addRespawnPosition actually create a marker though? I dont see any way to track the markers created from it if hat is the case. It does, although I don't think it's the same kind of "marker" that you would place in the editor or create with a script. This is how I've coded it: // To create them... Respawn_MHQ1 = [west, (_MHQ modelToWorld [0, -7, 0]), "Mobile HQ"] call BIS_fnc_addRespawnPosition; Respawn_MHQ2 = [west, (_MHQ modelToWorld [0, -7, 0]), "Mobile HQ"] call BIS_fnc_addRespawnPosition; // To remove them... Respawn_MHQ1 call BIS_fnc_removeRespawnPosition; Respawn_MHQ2 call BIS_fnc_removeRespawnPosition; Share this post Link to post Share on other sites
Midnighters 152 Posted March 25, 2017 19 hours ago, rebitaay said: That doesn't work, because there is no marker called "respawn_west". As I said in my first post, I'm using the in-game method using modules and BIS_fnc_addRepsawnPosition. There are also respawns in my mission that are created later in the game from a Mobile-HQ, so init.sqf probably wouldn't work for them. It does, although I don't think it's the same kind of "marker" that you would place in the editor or create with a script. This is how I've coded it: // To create them... Respawn_MHQ1 = [west, (_MHQ modelToWorld [0, -7, 0]), "Mobile HQ"] call BIS_fnc_addRespawnPosition; Respawn_MHQ2 = [west, (_MHQ modelToWorld [0, -7, 0]), "Mobile HQ"] call BIS_fnc_addRespawnPosition; // To remove them... Respawn_MHQ1 call BIS_fnc_removeRespawnPosition; Respawn_MHQ2 call BIS_fnc_removeRespawnPosition; Ohh..i see. Awesome. Share this post Link to post Share on other sites
Flash-Ranger 195 Posted March 25, 2017 Try combining with this : (it extract from an other script so dont bother about the way it's presented) _Side_TeamGreen = CreateMarkerLocal ["Side_TeamGreen", [(GetPosATL Centre Select 0)+CambatZone_r*Sin _r,(GetPosATL Centre Select 1)+CambatZone_r*Cos _r]]; "Side_TeamGreen" SetMarkerTypeLocal "mil_box"; "Side_TeamGreen" SetMarkerColorLocal "ColorGreen"; "Side_TeamGreen" SetMarkerSizeLocal [1,1]; "Side_TeamGreen" SetMarkerTextLocal CTF_TeamGreen_Country; Share this post Link to post Share on other sites
Rebitaay 13 Posted March 25, 2017 3 hours ago, Flash-Ranger said: Try combining with this : (it extract from an other script so dont bother about the way it's presented) _Side_TeamGreen = CreateMarkerLocal ["Side_TeamGreen", [(GetPosATL Centre Select 0)+CambatZone_r*Sin _r,(GetPosATL Centre Select 1)+CambatZone_r*Cos _r]]; "Side_TeamGreen" SetMarkerTypeLocal "mil_box"; "Side_TeamGreen" SetMarkerColorLocal "ColorGreen"; "Side_TeamGreen" SetMarkerSizeLocal [1,1]; "Side_TeamGreen" SetMarkerTextLocal CTF_TeamGreen_Country; I tried using that method. It didn't work, I'm guessing because "Respawn_MHQ1" returns "[WEST, 1]", not a marker. Share this post Link to post Share on other sites
Rebitaay 13 Posted March 26, 2017 Well, I don't think there is actually a way to do this as of yet. Oh well... Share this post Link to post Share on other sites