Impavido 0 Posted November 20, 2002 I want to use the "showmap false" command for specific sides or players. How would I do this, so that one side has map and other doesn't. I guess it might have something to do with local variables but I'm not familiar with those Share this post Link to post Share on other sites
Balschoiw 0 Posted November 20, 2002 maybe put this into units init ? or if that wont work setup triggers for the units you dont want to have map and put it into OnActivation. Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 20, 2002 I don't think you can change the showmap value once the game has begun, but I could be wrong. If I am wrong, and you CAN change it in-game: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? (!local): exit ? _this == player1: showmap true <span id='postcolor'> You get the idea... Share this post Link to post Share on other sites
Impavido 0 Posted November 20, 2002 hehehee actually I don't get it. Please clarify on your suggestion how exactly would that code sample work? Share this post Link to post Share on other sites
Impavido 0 Posted November 20, 2002 Maybe I need to be more specific, i want to be able for a team to blow up a radio tower. When that tower is down the oposing team is blind on their map, How would you do this? Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 20, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Impavido @ Nov. 20 2002,19:51)</td></tr><tr><td id="QUOTE">Maybe I need to be more specific, i want to be able for a team to blow up a radio tower. When that tower is down the oposing team is blind on their map, How would you do this?<span id='postcolor'> Well, assuming you CAN disable the map (I would test that first - put it in your init field and see if you can see the map). TRIGGER: (once) CONDITION: !alive mytower ACTIVATION: player1 showmap false; player2 showmap false But the 'showmap' may not take that, so you'd have to check the player names in a script: ? (!local): exit ? _this == player1: showmap false ? _this == player2: showmap false So then your trigger would look more like: TRIGGER: (once) CONDITION: !alive mytower ACTIVATION: player1 exec "myscript.sqs"; player2 exec "myscript.sqs" Share this post Link to post Share on other sites
Impavido 0 Posted November 20, 2002 Makes good sense, thanks but how exactly does that keep only one side from not seeing map? would I have to add some sort of "?(player1==east): showmap false" I get the impression that the code you gave would remove map for everyone, or am I wrong? PS- the Map can be removed and restored ingame, i tested it Share this post Link to post Share on other sites
Bart.Jan 0 Posted November 20, 2002 I think it can be done by executing one-line script after destroying radio tower : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(side player==east): showmap false <span id='postcolor'> From official scripting reference : player Type of returned value: Â Â Object Description: Â Â person controled by player. In MP this value is different on each computer. But I have no oportunity to test if showmap false disables map only for local player or for all units in game. Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 21, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bart.Jan @ Nov. 20 2002,22:16)</td></tr><tr><td id="QUOTE">I think it can be done by executing one-line script after destroying radio tower : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(side player==east): showmap false <span id='postcolor'> From official scripting reference : player Type of returned value: Object Description: person controled by player. In MP this value is different on each computer. But I have no oportunity to test if showmap false disables map only for local player or for all units in game.<span id='postcolor'> EVEN BETTER! Geeze I am such a script newbie compared to guys like this! Share this post Link to post Share on other sites
whisperFFW06 0 Posted November 21, 2002 I'm afraid showMap, showCompass, showGPS, showWatch are only working in description.ext, where you can't even check the side of the player. It has to be tested, but this behaviour, I have never been able to have. Whis' Share this post Link to post Share on other sites
suma 8 Posted November 21, 2002 All of them work during the game as well, but the syntax is different. While in description.ext you should use showMap = true (you are setting a variable) in the game correct usage is showMap true (you are calling a function) Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 21, 2002 I wonder if that works for the gps, radio, etc, too. I'll have to test it out...thanks Suma! Share this post Link to post Share on other sites
whisperFFW06 0 Posted November 21, 2002 Thanks Suma. I'll keep trying. Whis' Share this post Link to post Share on other sites
InqWiper 0 Posted November 21, 2002 There is another way to do it. You dont hide the map but you make it black. Just create markers that are black solid and very large. Its not the prettiest way of doing it but atleast those players wount be able to see the map and you only need about 10 black markers ontop of eachother. Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 22, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Nov. 21 2002,15:17)</td></tr><tr><td id="QUOTE">All of them work during the game as well, but the syntax is different. While in description.ext you should use showMap = true (you are setting a variable) in the game correct usage is showMap true (you are calling a function)<span id='postcolor'> Wow - I tested all this last night, including showgps, etc, and they all worked flawlessly! Heh, heh, the possibilities are endless: if(daylight or (player distance fire1 < 2)) then {showmap true} else {showmap false} Heh, heh, can't see the map at night unless you get up by the fire! Share this post Link to post Share on other sites