HazJ 1289 Posted April 6, 2017 When I use this, there seems to be a huge offset resulting in the map not even showing the player. I am using a custom map control created with ctrlCreate. When I set the zoom to 0, it works fine but it's zoomed all the way in. Do I need to use ctrlMapScale some how? _map ctrlMapAnimAdd [0, 0.4, getPosATL player]; ctrlMapAnimCommit _map; Share this post Link to post Share on other sites
HazJ 1289 Posted April 19, 2017 (edited) Bump. I've seen this work in a Takistan mission, even with the code pretty much the same I still get this issue. The only thing different is, I use the ctrlCreate command to create the map control. I remember I have done this before but on Altis, using ctrlCreate, I looked at that code I did but doesn't work. I am starting to think it's an issue because of the size of the control? I am using safeZone in both codes but the size is only thing different. Does anyone know a fix or work around for this? EDIT: SOLVED! I just resolved the issue. I decided to look at the code in working mission and I guess I overlooked a command. I fixed this by using getPosWorld rather than getPos, position or getMarkerPos. It sucks a little as I'd rather use a marker but this will do. Working mission was Domination by Xeno, so thanks to him! :) Edited April 19, 2017 by HazJ SOLVED Share this post Link to post Share on other sites
HazJ 1289 Posted June 7, 2017 Back to square one... I am trying to use this command again but with Altis but having the same issue, weird map zoom bug... Any ideas? Last solution no longer works either. _mapCtrl ctrlMapAnimAdd [1, 0.10, (getPosWorld spawnLogic)]; ctrlMapAnimCommit _mapCtrl; waitUntil {(ctrlMapAnimDone _mapCtrl)}; _mapCtrl ctrlMapAnimAdd [1, 0.10, (getMarkerPos _spawn)]; ctrlMapAnimCommit _mapCtrl; waitUntil {(ctrlMapAnimDone _mapCtrl)}; The variable _spawn is a marker. None of these work! It moves the map but the zoom is really weird and messed up, massive offest. Share this post Link to post Share on other sites
HazJ 1289 Posted June 8, 2017 Bump! Here's a example mission if anyone needs it: https://ufile.io/mfaxy Start the mission and put this in debug: [] execVM "test.sqf"; Share this post Link to post Share on other sites
C0kkie 1 Posted August 6, 2018 Have you solved the problem? Cuz i have the same problem :x @HazJ Share this post Link to post Share on other sites
HazJ 1289 Posted August 6, 2018 Not that I remember. It appears to be only with certain custom terrains, CUP Takistan is one of them that was causing it I believe. Share this post Link to post Share on other sites
C0kkie 1 Posted August 6, 2018 Tried with altis and yea.. same problem Share this post Link to post Share on other sites
HazJ 1289 Posted August 6, 2018 Ah wait, I think I used getPosWorld, try that. If not, I'll dig up the code I used. Vanilla maps worked fine for me. Share this post Link to post Share on other sites
HazJ 1289 Posted August 6, 2018 What are you using? Markers, object position or what? This is a working example from one of my projects: (_display displayCtrl idc_spawnSelection_spawns) ctrlAddEventHandler ["LBSelChanged", { _display = uiNamespace getVariable "disp_spawnSelection"; _map = _display displayCtrl idc_spawnSelection_map; _spawn = lbText [idc_spawnSelection_spawns, (lbCurSel idc_spawnSelection_spawns)]; _town = lbData [idc_spawnSelection_spawns, (lbCurSel idc_spawnSelection_spawns)]; ctrlMapAnimClear _map; if (lbCurSel idc_spawnSelection_spawns isEqualTo 0) then { _map ctrlMapAnimAdd [1, 0.18, getMarkerPos (selectRandom townMarkers)]; } else { _map ctrlMapAnimAdd [1, 0.18, getMarkerPos _town]; }; ctrlMapAnimCommit _map; _getTownStatus = [_town, _spawn] call client_fnc_getTownStatus; if (lbCurSel idc_spawnSelection_spawns isEqualTo 0) exitWith { (_display displayCtrl idc_spawnSelection_spawnStatus) ctrlSetText localize "STR_spawnSelection_randomTownDescription"; }; (_display displayCtrl idc_spawnSelection_spawnStatus) ctrlSetText _getTownStatus; if (_getTownStatus isEqualTo (localize "STR_spawnSelection_status_blocked")) then { (_display displayCtrl idc_spawnSelection_spawn) ctrlEnable false; } else { (_display displayCtrl idc_spawnSelection_spawn) ctrlEnable true; }; }]; What are you using for your UI coords? safeZone, pixelGrid or??? Share this post Link to post Share on other sites