Atlas1205 14 Posted September 9, 2017 So I managed to get it to work with pre-defined "missions" as destinations. _destinations = SAFEHOUSE_LOCATION_ARRAY; _parentDisplay = [] call bis_fnc_displayMission; _mapCenter = (getpos player); _ORBAT = []; _markers = []; _images = []; _overcast = overcast; _isNight = !((dayTime > 6) && (dayTime < 20)); _scale = 1; _simul = true; [ findDisplay 46, _mapCenter, _destinations, _ORBAT, _markers, _images, _overcast, _isNight, _scale, _simul ] call Bis_fnc_strategicMapOpen; and the SAFEHOUSE_LOCATION_ARRAY is such: SAFEHOUSE_LOCATION_ARRAY = [ [getpos sh_1,player setpos (_this select 0),"Safehouse 1","","","",1,[]], [getpos sh_2,player setpos (_this select 0),"Safehouse 2","","","",1,[]] ]; SAFEHOUSE_LOCATION_ARRAY; publicVariable "SAFEHOUSE_LOCATION_ARRAY"; The two spots work correctly as i could Addaction to any object and open up the strategic map for fast travel to these two locations. However, if i want to add another location by using Pushbackunique, after the game has started, something ugly happens: SAFEHOUSE_LOCATION_ARRAY pushBackUnique [ [getpos sh_3,player setpos (_this select 0),"Safehouse 3","","","",1,[]] ]; SAFEHOUSE_LOCATION_ARRAY; publicVariable "SAFEHOUSE_LOCATION_ARRAY"; As you can see, the 3rd location refuses to show up and a script error pops up. So I looked at the line 444 part of that script: _map drawIcon [ _texture, [1,1,1,_alpha], _pos, _size, _size, _dir, if (BIS_fnc_strategicMapOpen_showIconText) then {" " + _title} else {""}, 2, 0.08, "PuristaBold" ]; } foreach BIS_fnc_strategicMapOpen_missions; The _texture has something to do with ORBAT, maybe. the color, alpha and pos should already haven been defined in the first script. I have no idea why it doesn't work. Can anyone help me please? Share this post Link to post Share on other sites