daniel-davies 10 Posted June 22, 2019 Hi guys! I want to create a script where the player clicks on a marker on the map (taken from the array "availableBuildings") in order to confirm their "base location". They have to click the same marker location twice in order to confirm. This is what I got so far: /////////////////////////////////////// // Click on map to choose base location /////////////////////////////////////// _blds = nearestObjects [[worldSize / 2, worldSize / 2, 0], ["Land_i_Shed_Ind_F"], 15000]; missionNamespace setVariable ["availableBuildings", _blds, true]; _markerArray = []; playSound "BIS_WL_Sector_WEST"; { _markerName = format ["marker_%1", _forEachIndex]; _markerstr = createMarker [_markerName, position _x]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerText ""; _markerstr setMarkerType "loc_Tourism"; _markerstr setMarkerSize [0.85, 0.85]; _markerstr setMarkerColor "ColorOrange"; _markerArray pushBack _markerName; } forEach (missionNamespace getVariable "availableBuildings"); markerstr = createMarker ["marker_confirmation", [0,0,0]]; _handleMarker = ["marker_confirmation", 0, 1] spawn BIS_fnc_blinkMarker; markerstr setMarkerShape "ICON"; markerstr setMarkerText " Selected Starting Zone - close map to confirm"; markerstr setMarkerType "Select"; markerstr setMarkerSize [1.8, 1.8]; markerstr setMarkerColor "ColorBlue"; markerstr setMarkerAlpha 0; addMissionEventHandler ["MapSingleClick", { params ["_units", "_pos", "_alt", "_shift"]; _nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; markerstr setMarkerPos (getMarkerPos _nearestMarker); markerstr setMarkerAlpha 1; if (isNil _nearestMarker) then { if (getMarkerPos _nearestMarker distance _pos >= 300) then { playSound "BIS_WL_Selected_WEST"; markerstr setMarkerColor "ColorGreen"; { deleteMarker _x } forEach (missionNamespace getVariable "availableBuildings"); }; }; }]; Obviously this isn't completely functional yet. I need help to make it fully functional. Can anyone please help? Thanks for your time! Share this post Link to post Share on other sites
killzone_kid 1330 Posted June 22, 2019 Why do you make availablebuldings array public? Share this post Link to post Share on other sites
daniel-davies 10 Posted June 22, 2019 14 minutes ago, killzone_kid said: Why do you make availablebuldings array public? I was using it in other scripts in my mission (this code is currently run in initServer.sqf) Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted June 22, 2019 7 minutes ago, daniel-davies said: I was using it in other scripts in my mission (this code is currently run in initServer.sqf) You're probably confusing global with public variables. Cheers 1 Share this post Link to post Share on other sites
daniel-davies 10 Posted June 22, 2019 Right, my bad. I was indeed. Could either of you, or anyone else, help me figure out how to allow for a two-click verification of the choice that the player selects? Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted June 22, 2019 14 minutes ago, daniel-davies said: Right, my bad. I was indeed. Could either of you, or anyone else, help me figure out how to allow for a two-click verification of the choice that the player selects? You could utilize onDoubleClick, works similar to onMapSingleClick, alternatively you could keep a timestamp for every single click and trigger your action if 2 timestamps happened within a certain timeframe to emulate a double click, quite a few ways actually. Cheers 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted June 22, 2019 7 minutes ago, Grumpy Old Man said: You could utilize onDoubleClick, works similar to onMapSingleClick, alternatively you could keep a timestamp for every single click and trigger your action if 2 timestamps happened within a certain timeframe to emulate a double click, quite a few ways actually. Cheers Sorry..this replay has nothing to do with the OP question, but I just wanna say how much I love your new thin-foil hat avatar Grumpy Old Man..... You're on, ma' man!!! 1 Share this post Link to post Share on other sites
killzone_kid 1330 Posted June 22, 2019 4 hours ago, Grumpy Old Man said: works similar to onMapSingleClick Nah, it is an editor command 1 Share this post Link to post Share on other sites
Larrow 2821 Posted June 22, 2019 Just use a MouseButtonDblClicked EH on the map control. Spoiler h = [] spawn { _worldRadius = worldSize / 2; availableBuildings = []; //Create building markers { _markerName = format[ "marker_%1", _forEachIndex ]; _marker = createMarkerLocal[ _markerName, position _x ]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTextLocal ""; _marker setMarkerTypeLocal "loc_Tourism"; _marker setMarkerSizeLocal[ 0.85, 0.85 ]; _marker setMarkerColorLocal "ColorOrange"; //Store building along with its marker private _nul = availableBuildings pushBack [ _x, _marker ]; } forEach ( [ _worldRadius, _worldRadius, 0 ] nearObjects [ "Land_i_House_Small_03_V1_F", _worldRadius * 1.4142 ] ); //Force open users map openMap[ true, true ]; //Display user instruction hint "Double left click a marker to select base location"; //Make sure map is open, before... waitUntil{ !isNull findDisplay 12 }; //Add event to map ctrl for when DblClicked CEH_MBDC = findDisplay 12 displayCtrl 51 ctrlAddEventHandler [ "MouseButtonDblClick", { params[ "_map", "_button", "_mouseX", "_mouseY" ]; //If left mouse button if ( _button isEqualTo 0 ) then { //Get a copy of availableBuildings _buildings = +( missionNamespace getVariable "availableBuildings" ); //Change each array item to [ distance, building, marker ] //Where distance is from mouse click _buildings = _buildings apply{ _x params[ "_building", "_marker" ]; [ _building distanceSqr ( _map ctrlMapScreenToWorld[ _mouseX, _mouseY ] ), _building, _marker ] }; //Re-order to nearest first _buildings sort true; //Get nearest buildings vars _buildings select 0 params[ "_dist", "_building", "_marker" ]; //Set choosen as [ building, marker ] missionNamespace setVariable[ "choosenBuilding", [ _building, _marker ] ]; //Set selected buildings marker as Green _marker setMarkerColorLocal "ColorGreen"; playSound "BIS_WL_Selected_WEST"; //Delete all other markers { _x params[ "", "", "_marker" ]; deleteMarkerLocal _marker; } forEach ( _buildings select[ 1, count _buildings ] ); //Remove this event _map ctrlRemoveEventHandler[ "MouseButtonDblClick", CEH_MBDC ]; }; }]; //Wait for selection waitUntil { !isNil "choosenBuilding" }; //Remove hint hint ""; //Close map openMap[ false, false ]; }; 3 Share this post Link to post Share on other sites
daniel-davies 10 Posted June 23, 2019 13 hours ago, Larrow said: Just use a MouseButtonDblClicked EH on the map control. Hide contents h = [] spawn { _worldRadius = worldSize / 2; availableBuildings = []; //Create building markers { _markerName = format[ "marker_%1", _forEachIndex ]; _marker = createMarkerLocal[ _markerName, position _x ]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTextLocal ""; _marker setMarkerTypeLocal "loc_Tourism"; _marker setMarkerSizeLocal[ 0.85, 0.85 ]; _marker setMarkerColorLocal "ColorOrange"; //Store building along with its marker private _nul = availableBuildings pushBack [ _x, _marker ]; } forEach ( [ _worldRadius, _worldRadius, 0 ] nearObjects [ "Land_i_House_Small_03_V1_F", _worldRadius * 1.4142 ] ); //Force open users map openMap[ true, true ]; //Display user instruction hint "Double left click a marker to select base location"; //Make sure map is open, before... waitUntil{ !isNull findDisplay 12 }; //Add event to map ctrl for when DblClicked CEH_MBDC = findDisplay 12 displayCtrl 51 ctrlAddEventHandler [ "MouseButtonDblClick", { params[ "_map", "_button", "_mouseX", "_mouseY" ]; //If left mouse button if ( _button isEqualTo 0 ) then { //Get a copy of availableBuildings _buildings = +( missionNamespace getVariable "availableBuildings" ); //Change each array item to [ distance, building, marker ] //Where distance is from mouse click _buildings = _buildings apply{ _x params[ "_building", "_marker" ]; [ _building distanceSqr ( _map ctrlMapScreenToWorld[ _mouseX, _mouseY ] ), _building, _marker ] }; //Re-order to nearest first _buildings sort true; //Get nearest buildings vars _buildings select 0 params[ "_dist", "_building", "_marker" ]; //Set choosen as [ building, marker ] missionNamespace setVariable[ "choosenBuilding", [ _building, _marker ] ]; //Set selected buildings marker as Green _marker setMarkerColorLocal "ColorGreen"; playSound "BIS_WL_Selected_WEST"; //Delete all other markers { _x params[ "", "", "_marker" ]; deleteMarkerLocal _marker; } forEach ( _buildings select[ 1, count _buildings ] ); //Remove this event _map ctrlRemoveEventHandler[ "MouseButtonDblClick", CEH_MBDC ]; }; }]; //Wait for selection waitUntil { !isNil "choosenBuilding" }; //Remove hint hint ""; //Close map openMap[ false, false ]; }; I ended up figuring it out, but coming back to this topic and seeing Larrow once again being a godsend is so nice. Thank you so much Larrow! Some of these scripting commands I didn't even realize existed actually haha Share this post Link to post Share on other sites