mia389 10 Posted May 7, 2010 I have a problem with my mission I just finished. When I put it up on a dedicated server it shows the enemy location. It does not do this if I host it on my machine. My pc and the server are running ACE. I have this in the init.sqf if (isServer) then { ace_sys_tracking_markers_enabled = false; publicVariable "ace_sys_tracking_markers_enabled"; }; I was told that would get rid of my enemy unit markers. It does not work. Also if this cant be achieved, is there another way that I could hide my A.I.? Does that ai spawn module hide them? Thanks Share this post Link to post Share on other sites
Reimann 10 Posted May 7, 2010 You want them gone, right? If so, you're only talking to the server in that script. Try removing that. *I'm not familiar with ACE Share this post Link to post Share on other sites
RonnieJ 10 Posted May 7, 2010 ace_sys_tracking_markers_enabled = false; need to be out of the if sentence... im pretty sure as Reimann says Share this post Link to post Share on other sites
Inkompetent 0 Posted May 7, 2010 You could just place the ACE module in the mission to force markers off. If not, just remove the isServer check and the publicVariable. That should do the trick. Share this post Link to post Share on other sites
mia389 10 Posted May 7, 2010 Do I have to snyc the ace module to anything? ---------- Post added at 04:12 PM ---------- Previous post was at 03:38 PM ---------- Ok I put the Ace froce group markers off module in my mission. I then synced it to all my groups. I also put this in my init file ace_sys_tracking_markers_enabled = false; I am still seeing enemy marked on the map :-( Any other ideas? ---------- Post added at 04:21 PM ---------- Previous post was at 04:12 PM ---------- ---------- Post added at 04:48 PM ---------- Previous post was at 04:21 PM ---------- Here is my init.sqf execVM "briefing.sqf"; server execVM "revive_init.sqf"; ace_sys_tracking_markers_enabled = false; //adapt to your own path. VehicleRespawn = Compile PreprocessFile "funcVehicleRespawn.sqf"; //modify the _vehicleRespawnLocation variable and the _vehicle one. Call Compile Format ["_vehicle addEventHandler [""Killed"",{[_this select 0,%1]Spawn VehicleRespawn}];",_vehicleRespawnLocation]; "camp" setMarkerAlpha 0; if (!isDedicated) then { null = execVM "sand.sqf"; null = execVM "sound.sqf"; }; // GeneralCarver's Vehicle Rearming Script Init Scripting // Define variables gcvrspv = "none"; gcvrsactionid = 0; gcvrsservicescriptactive = "false"; gcvrsrespawnnotescript = "none"; //delete other sides markers for service areas if (playerside == west) then { deleteMarker "gcvrs_lvrp2_marker"; deleteMarker "gcvrs_lvrp3_marker"; deleteMarker "gcvrs_lvrp5_marker"; deleteMarker "gcvrs_lvrp6_marker"; deleteMarker "gcvrs_lvrp8_marker"; deleteMarker "gcvrs_lvrp9_marker"; deleteMarker "gcvrs_lvrp11_marker"; deleteMarker "gcvrs_lvrp12_marker"; }; if (playerside == east) then { deleteMarker "gcvrs_lvrp1_marker"; deleteMarker "gcvrs_lvrp3_marker"; deleteMarker "gcvrs_lvrp4_marker"; deleteMarker "gcvrs_lvrp6_marker"; deleteMarker "gcvrs_lvrp7_marker"; deleteMarker "gcvrs_lvrp9_marker"; deleteMarker "gcvrs_lvrp10_marker"; deleteMarker "gcvrs_lvrp12_marker"; }; if (playerside == guer) then { deleteMarker "gcvrs_lvrp1_marker"; deleteMarker "gcvrs_lvrp2_marker"; deleteMarker "gcvrs_lvrp4_marker"; deleteMarker "gcvrs_lvrp5_marker"; deleteMarker "gcvrs_lvrp7_marker"; deleteMarker "gcvrs_lvrp8_marker"; deleteMarker "gcvrs_lvrp10_marker"; deleteMarker "gcvrs_lvrp11_marker"; }; if (player iskindof "Civilian") then { deleteMarker "gcvrs_lvrp1_marker"; deleteMarker "gcvrs_lvrp2_marker"; deleteMarker "gcvrs_lvrp3_marker"; deleteMarker "gcvrs_lvrp4_marker"; deleteMarker "gcvrs_lvrp5_marker"; deleteMarker "gcvrs_lvrp6_marker"; deleteMarker "gcvrs_lvrp7_marker"; deleteMarker "gcvrs_lvrp8_marker"; deleteMarker "gcvrs_lvrp9_marker"; deleteMarker "gcvrs_lvrp10_marker"; deleteMarker "gcvrs_lvrp11_marker"; deleteMarker "gcvrs_lvrp12_marker"; }; // End GeneralCarver's Vehicle Rearming Script Init Scripting Share this post Link to post Share on other sites
Inkompetent 0 Posted May 7, 2010 The module doesn't need to be synced to anything. And you do not need to have the command in the init-line if you use it. Share this post Link to post Share on other sites
mia389 10 Posted May 7, 2010 (edited) Think I found my problem. The ai I put in my mission are tailiban and that is not ace. I will try to change them and see id that works Well that didnt work. So far I have tried using the module and put the above in the init. Just put the init line. Just use the module. Change all my ai to ACE ai and repeated. Still have them dam blue Markers. Any other suggestions? Edited May 7, 2010 by mia389 Share this post Link to post Share on other sites
Reimann 10 Posted May 8, 2010 Are they red circles in game like in that second picture? Share this post Link to post Share on other sites
mia389 10 Posted May 8, 2010 No, They are blue like the first picture. I run the mission in veteran mode. The second picture is how I had the module synced to the groups. I dont have them synced anymore. I tryed the module not synced and also tryed to put ace_sys_tracking_markers_enabled = false; in my init.sqf file. Share this post Link to post Share on other sites
mia389 10 Posted May 8, 2010 Still having this problem. Bumping Share this post Link to post Share on other sites
Grace 11 Posted March 1, 2012 I am also having this problem, Our server show's the position of the enemy squad's Screen shot: We have never had this problem before. Any help would be appreciated. Regards, Grace. Share this post Link to post Share on other sites
CaptainBravo 0 Posted March 3, 2012 Are you using any AI mods/scripts? Some will place markers on map in debug mode. Share this post Link to post Share on other sites