Rawshark 11 Posted October 23, 2018 So for a multiplayer session, I want to create a script that will mark the position of any friendly BLUFOR player should they go unconscious/awaiting revive...and upon a successful revive have that maker be deleted. It's not a PvP mission so the marker should only be visible to players on the same side. This is what I've come up with so far but I haven't been able to test it atm. Can someone point out if there is any glaring errors with it or know a better code I could implement: _player = _x; _mrk = format ["%1",_player]; _mrk setMarkerTextLocal format ["%1 Injured",name _player]; _mrk setMarkerColorLocal "ColorRed"; I am not certain a) what BIS_func I have to call for checking player state as there only seems to be a 'BIS fnc paramReviveUnconsciousStateMode' option to check before dropping the marker b) I am not sure how to then remove said "injured" marker if the revive is complete. Could I get away with: While (true) do { injured marker code; } else {deleteMarkerLocal _x} forEach _markers; Any help would be appreciated as I am not the best at this. thanks. Share this post Link to post Share on other sites
pierremgi 4737 Posted October 23, 2018 0 = [] spawn { while {true} do { _allUnits = allUnits select { isNil {_x getVariable "Raw_incap"}}; { _x spawn { params ["_unit"]; _unit setVariable ["Raw_incap",true]; _unit addEventHandler ["AnimChanged", { params ["_unit", "_anim"]; if (lifeState _unit == "incapacitated" and side group _unit == playerSide) then { _mrk = createMarkerLocal [str (_unit), getposATL _unit]; _mrk setMarkerTypeLocal "mineFieldAP"; _mrk setMarkerSizeLocal [0.7,0.7]; _mrk setMarkerColorLocal ([playerSide, true] call BIS_fnc_sideColor); } else { deleteMarkerLocal str (_unit); }; }]; }; } forEach _allUnits; sleep 2; } }; in init.sqf or initPlayerLocal.sqf 4 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted October 23, 2018 1 hour ago, pierremgi said: createMarkerLocal Pierre , if it is "createMarkerLocal" then the other players will not see the markers right ? https://community.bistudio.com/wiki/createMarkerLocal https://community.bistudio.com/wiki/createMarker Share this post Link to post Share on other sites
mrcurry 470 Posted October 23, 2018 35 minutes ago, GEORGE FLOROS GR said: Pierre , if it is "createMarkerLocal" then the other players will not see the markers right ? https://community.bistudio.com/wiki/createMarkerLocal https://community.bistudio.com/wiki/createMarker I believe it's by design George, the code makes each client manage it's own set of local markers. It's a good way to keep network traffic low since each update needs to be broadcast otherwise. I am a bit confused as to why the "setMarkerXXX" aren't using the local variant though since AFAIK they would make the local marker go global. @pierremgi Can you clarify? Share this post Link to post Share on other sites
pierremgi 4737 Posted October 23, 2018 8 hours ago, GEORGE FLOROS GR said: Pierre , if it is "createMarkerLocal" then the other players will not see the markers right ? https://community.bistudio.com/wiki/createMarkerLocal https://community.bistudio.com/wiki/createMarker Yep Oups! I copied/pasted a createMarker code from one of my script and forgot to adapt it . For course, you must use local commands everywhere. Yes, creating a maker local and adding some global features will transform it in global version one... And deleteMarkerLocal will work only on the local PC, leaving the marker everywhere else. Corrected above! sorry. 2 Share this post Link to post Share on other sites
Rawshark 11 Posted October 23, 2018 Thank you so much for the help, you legend! 1 Share this post Link to post Share on other sites