Jump to content
Sign in to follow this  
mr.g-c

Invisible/Hidden Markers

Recommended Posts

Hi, i wonder how to make certain markers invisible during gameplay?

They are large rectangle markers.....

Any script or something to do this?

Share this post


Link to post
Share on other sites

I assume "empty" means hidden ??

Does the script who needs the markers still "see" the covered area?

Regards, Christian

"Empty" makes it indeed invisible. But I believe this only works if the shape is set to icon, not rectangle etc.

So basicly you would probably need to save the marker's data into a variable, like an array or whatsoever, while you make the marker invisible.

Maybe replacing the markers by empty triggers that encapsulate the needed area might be a solution?

Share this post


Link to post
Share on other sites
Maybe replacing the markers by empty triggers that encapsulate the needed area might be a solution?

Well maybe yes, but do the script i use with the markers support this?

Its the Ambush-script...

Terp helped me at a other place and said i should set the markerytpe to empty for the clients.... what do you think?

Regards, Christian

Share this post


Link to post
Share on other sites
Maybe replacing the markers by empty triggers that encapsulate the needed area might be a solution?

Well maybe yes, but do the script i use with the markers support this?

Its the Ambush-script...

Terp helped me at a other place and said i should set the markerytpe to empty for the clients.... what do you think?

Regards, Christian

Good point he has to set it like that for the clients if the ambush script does not run on clients. (Sometimes the simplest solutions are hardest to find tounge2.gif)

The problem is on Server Clients (ingame server hosting), he will always still see the markers smile_o.gif

If the script only needs the markers at initialization, then you could remove the markers completely after server finished ambush script inits...

Otherwise, I believe you will have to edit the script if you want a 100% fitting solution. I dont know the script, if you want me to take a look at it, plz link me the script smile_o.gif

Share this post


Link to post
Share on other sites
Good point he has to set it like that for the clients if the ambush script does not run on clients. (Sometimes the simplest solutions are hardest to find tounge2.gif)

The problem is on Server Clients (ingame server hosting), he will always still see the markers smile_o.gif

Ok, so how could a code like this look, and from where to call it?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"markername" setMarkerTypeLocal "Empty"; ?

Inside a xxx.sqs and then called from init.sqf and from the JIP-Script i use to make it available for JIP-players ?

Please help me with this...

Regards, Christian

Share this post


Link to post
Share on other sites
Ok, so how could a code like this look, and from where to call it?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"markername" setMarkerTypeLocal "Empty";

?

Inside a xxx.sqs and then called from init.sqf and from the JIP-Script i use to make it available for JIP-players ?

Please help me with this...

Regards, Christian

First off I would say; Drop sqs completely. It's unnecessary smile_o.gif

Anyway, This should do it:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (!isServer) then

{

  // Runs only on clients and JIP clients

  waitUntil {player == player};

  "markername" setMarkerTypeLocal "Empty";

  "marker2name" setMarkerTypeLocal "Empty";

  "marker3name" setMarkerTypeLocal "Empty";

};etc

Notes:

[*] waitUntil is used for JIP, for normal players, it should directly jump to hide the markernames (in Briefing)

Share this post


Link to post
Share on other sites

I have no clue about the script that uses the marker but maybe you could just set it to "empty" to begin with, in the editor, so it would be invisible.

You should change it from rectangle to an icon only after you've finished making the mission, because of the stretched icon. Also, notice that the size parameters are reset when you switch the type so you need to tap them in again.

Share this post


Link to post
Share on other sites

Thanks very much sickboy...

I let it call from my init.sqf via:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Marker Invisible

nul= [] execVM "marker.sqf";

Is it correct like this?

Shall i also let it call on every JIP-client through the used "JIP-script", means "Onplayerconnect" or does it get automatically for all JIPs?

Share this post


Link to post
Share on other sites
Thanks very much sickboy...

I let it call from my init.sqf via:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Marker Invisible

nul= [] execVM "marker.sqf";

Is it correct like this?

Shall i also let it call on every JIP-client through the used "JIP-script", means "Onplayerconnect" or does it get automatically for all JIPs?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">execVM "marker.sqf";That's all you need while execed from init.sqf

You dont need onPlayerConnected, it's a server function anyway. JIP Clients run init.sqf just as normal Clients. The example I made as displayed in the comment is compatible with normal aswell as jip clients.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×