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Hi!

 

Most likely this has come on here already, but I couldn't find any matches.

My question is...
How can I configure my server in a way, that Map Markers are only put down in Direct Chat and by Zeus for everyone to see? One of the conditions is, that group and global chat themselves still need to remain active for use, but only map markers are not usable on those channels.

 

 

Thanks for any help.

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Here's a snippet I used for something a while ago. I'm sure it's derived from code someone else posted here. As with everything I post, it's a hack job, but appears to work.

In your init.sqf:

null = execVM "deleteMarkers.sqf";

In  deleteMarkers.sqf;

private _noMark = ["0","1","2","3","4"];

while {true} do { 
    {   
        private "_a"; 
        _a = toArray _x;
        reverse _a;
        _a resize 1;
        if (toString _a in _noMark) then {
            deleteMarker _x;               
       } 
    } forEach allMapMarkers; 
    sleep 0.5;
};

_noMark is an array holding the IDs of channels you want markers deleted from. "0" is Global and "5" is Direct (though Direct returns as 0 for me, probably because I tested on hosted and not dedi). 
Works with ctrl+click and shift+ctrl+click drawn markers as well.
 

*edit* - Code originally from a post by @GEORGE FLOROS GR

  • Thanks 1

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So this is my init atm

enableSaving [false, false];
enableRadio false;														// That will clear the voices from my head...
enableSentences FALSE;													// Stop talking to myself
"respawn_west" setMarkerAlpha 0;'
"respawn_civilian" setMarkerAlpha 0;

null = execVM "deleteMarkers.sqf";

null = [this] execVM "loadout.sqf"; 
this addeventhandler ["respawn","_this execVM 'loadout.sqf'"];

[missionNamespace,["RGTRespawnInv"]] call BIS_fnc_addRespawnInventory;

The deletemarkers.sqf is the same as yours

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2 minutes ago, aDIRTYnurse said:

The deletemarkers.sqf is the same as yours

 See previous, let me know how it goes.

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This is on dedi.

Vehicle Channel
 

Spoiler

20200229001644_1.jpg

Group channel

Spoiler

20200229001649_1.jpg

Global channel

Spoiler

20200229001657_1.jpg

 

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It is generally helpful to mention any mods you might be using, particularly when they change the thing you are trying to work with.

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My bad. Sorry about that. If anything the only conflicting mod should be ACE

 

Haven't seen CBA and RHS impact UI yet.

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Just tested with ACE and seems to be working fine.

Removed the custom channel IDs from the code posted above.

Can you send me your mission file? Or a simple repro (CBA and ACE only) that exhibits the behavior you are seeing?

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