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mia389

Enemy markers

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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

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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

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ace_sys_tracking_markers_enabled = false; need to be out of the if sentence... im pretty sure as Reimann says

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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.

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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 ----------

markers.jpg

---------- Post added at 04:48 PM ---------- Previous post was at 04:21 PM ----------

markers1.jpg

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

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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.

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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 by mia389

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Are they red circles in game like in that second picture?

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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.

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Still having this problem. Bumping

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I am also having this problem,

Our server show's the position of the enemy squad's

Screen shot:

arma2oa2012-03-0112-47-42-99.jpg

We have never had this problem before.

Any help would be appreciated.

Regards, Grace.

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