aDIRTYnurse 6 Posted February 28, 2020 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. Share this post Link to post Share on other sites
Harzach 2517 Posted February 28, 2020 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 1 Share this post Link to post Share on other sites
aDIRTYnurse 6 Posted February 28, 2020 Thanks for the relpy. I'll give it a go Share this post Link to post Share on other sites
aDIRTYnurse 6 Posted February 28, 2020 Doesn't seem to work Share this post Link to post Share on other sites
Harzach 2517 Posted February 28, 2020 Just tested in dedi, seems to work fine. Repro here: https://www.dropbox.com/s/7s8m0svmti2pajd/deleteMarkers.VR.zip?dl=0 Keep in mind that Global was not added to the array in my example. I have added it in the repro mission, so one can only place markers in Direct. Share this post Link to post Share on other sites
aDIRTYnurse 6 Posted February 28, 2020 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 Share this post Link to post Share on other sites
Harzach 2517 Posted February 28, 2020 2 minutes ago, aDIRTYnurse said: The deletemarkers.sqf is the same as yours See previous, let me know how it goes. Share this post Link to post Share on other sites
aDIRTYnurse 6 Posted February 28, 2020 This is on dedi. Vehicle Channel Spoiler Group channel Spoiler Global channel Spoiler Share this post Link to post Share on other sites
Harzach 2517 Posted February 28, 2020 It is generally helpful to mention any mods you might be using, particularly when they change the thing you are trying to work with. Share this post Link to post Share on other sites
aDIRTYnurse 6 Posted February 28, 2020 My bad. Sorry about that. If anything the only conflicting mod should be ACE Haven't seen CBA and RHS impact UI yet. Share this post Link to post Share on other sites
Harzach 2517 Posted February 28, 2020 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? Share this post Link to post Share on other sites