Jump to content

Antman2o1o

Member
  • Content Count

    39
  • Joined

  • Last visited

  • Medals

Community Reputation

2 Neutral

About Antman2o1o

  • Rank
    Private First Class

Contact Methods

  • Website URL
    http://marinesof.com
  • Twitch.Tv
    antman2o1o

Profile Information

  • Gender
    Male
  • Location
    TEXAS
  • Interests
    Arma3 PVP Game Mode: "A3 Wasteland, Capture The Flag, Attack and Defend" None PVP "Escape Missions and Siege Missions"

Recent Profile Visitors

495 profile views
  1. Pierre I am kind of stuck trying to bind a key like maybe  shift+m  to my map I am trying to build.
    Reference code on page below. Do you have any suggestions or know of any code samples?

     

    I have been looking around for examples but have not found any. Kind of lost.

     

    1. Show previous comments  19 more
    2. Antman2o1o

      Antman2o1o

      ok i will keep looking

    3. Antman2o1o

      Antman2o1o

      Pierre, I got it working so once again thank you for your help. The only bug i have left is that the player MAP MARKERS do not show on the map. They show if you place a unit down and start a mission but not with spawned in players. Any ideas or suggestions?

       

      Once again thank you for all your help.

      ANT

    4. Antman2o1o

      Antman2o1o

      Pierre, I got it working so once again thank you for your help. THANK YOU THANK YOU for all your help super awesome!!!!

       

       

      ANT

  2. Janez thanks for the suggestion...I was hoping to find someone to help with this Way beyond my current skill set. I will try the information you posted. Ant
  3. That is way nice Pierre
  4. Hey, folks super stuck here maybe one of you Arma Dev Gods can help finish this off. PURPOSE OF CODE: I am trying to build a mini-map like in the game Squad. So you don't have to come out of the game to check your map. WHY: This would be extremely helpful to folks who are flying in jets so they don't crash when they come out of the game to check their map. I have most of the map working to include positioning. I just can't figure out how to create an open and close feature to call the map. I am not sure how to bind a key to open or close the map. There is also a map line marker error I can't figure out as well. So maybe someone with more skill can finish this out and share the code. THOUGHTS: This would have to work multiplayer for each faction player. Maybe triggered from onPlayerRespawn.sqf Credit Goes To Larrow for map code Any help highly appreciated ANT CODE BELOW: init.sqf fnc_updateMiniMap = { _map = _this select 0; _map ctrlMapAnimAdd [0, 0.05, player]; ctrlMapAnimCommit _map; }; waitUntil { time > 0 }; //Show MiniMap ( [ "myMiniMap" ] call BIS_fnc_rscLayer ) cutRsc [ "myMap", "PLAIN", 1, false ]; _____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ description.ext #include "basedefines.hpp" class RscTitles { #include "minimap.hpp" }; _________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ minimap.hpp class myMap { idd = 20000; duration = 1e10; fadein = 0; fadeout = 0; class controlsBackground { class theMiniMap : RscMapControl { idc = 38555; type = 101; style = 48; moveOnEdges = 0; x = 0.2 * safeZoneX; y = 0.2 * safeZoneY; w = 0.6 * safeZoneW; h = 0.6 * safeZoneH; widthRailWay = 1; onDraw = "_this call fnc_updateMiniMap"; }; }; }; ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ basedefines.hpp /////////////////////////////////////////////////////////////////////////// /// Styles /////////////////////////////////////////////////////////////////////////// // Control types #define CT_MAP_MAIN 101 #define ST_PICTURE 48 /////////////////////////////////////////////////////////////////////////// /// Base Classes /////////////////////////////////////////////////////////////////////////// class RscMapControl { moveOnEdges = 0; shadow = 0; ptsPerSquareSea = 5; ptsPerSquareTxt = 20; ptsPerSquareCLn = 10; ptsPerSquareExp = 10; ptsPerSquareCost = 10; ptsPerSquareFor = 9; ptsPerSquareForEdge = 9; ptsPerSquareRoad = 6; ptsPerSquareObj = 9; showCountourInterval = 0; scaleMin = 0.001; scaleMax = 1.0; scaleDefault = 0.16; maxSatelliteAlpha = 0.85; alphaFadeStartScale = 2; alphaFadeEndScale = 2; colorBackground[] = {0.969,0.957,0.949,1.0}; colorText[] = {0,0,0,0}; colorSea[] = {0.467,0.631,0.851,0.5}; colorForest[] = {0.624,0.78,0.388,0.5}; colorForestBorder[] = {0.0,0.0,0.0,0.0}; colorRocks[] = {0.0,0.0,0.0,0.3}; colorRocksBorder[] = {0.0,0.0,0.0,0.0}; colorLevels[] = {0.286,0.177,0.094,0.5}; colorMainCountlines[] = {0.572,0.354,0.188,0.5}; colorCountlines[] = {0.572,0.354,0.188,0.25}; colorMainCountlinesWater[] = {0.491,0.577,0.702,0.6}; colorCountlinesWater[] = {0.491,0.577,0.702,0.3}; colorPowerLines[] = {0.1,0.1,0.1,1.0}; colorRailWay[] = {0.8,0.2,0.0,1.0}; colorNames[] = {0.1,0.1,0.1,0.9}; colorInactive[] = {1.0,1.0,1.0,0.5}; colorOutside[] = {0.0,0.0,0.0,1.0}; colorTracks[] = {0.84,0.76,0.65,0.15}; colorTracksFill[] = {0.84,0.76,0.65,1.0}; colorRoads[] = {0.7,0.7,0.7,1.0}; colorRoadsFill[] = {1.0,1.0,1.0,1.0}; colorMainRoads[] = {0.9,0.5,0.3,1.0}; colorMainRoadsFill[] = {1.0,0.6,0.4,1.0}; colorGrid[] = {0.1,0.1,0.1,0.6}; colorGridMap[] = {0.1,0.1,0.1,0.6}; font = "TahomaB"; sizeEx = 0.040000; fontLabel = "PuristaMedium"; sizeExLabel = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; fontGrid = "TahomaB"; sizeExGrid = 0.02; fontUnits = "TahomaB"; sizeExUnits = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; fontNames = "EtelkaNarrowMediumPro"; sizeExNames = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2"; fontInfo = "PuristaMedium"; sizeExInfo = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; fontLevel = "TahomaB"; sizeExLevel = 0.02; text = "#(argb,8,8,3)color(1,1,1,1)"; class Legend { x = "SafeZoneX + ( ((safezoneW / safezoneH) min 1.2) / 40)"; y = "SafeZoneY + safezoneH - 4.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; w = "10 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h = "3.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; font = "PuristaMedium"; sizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; colorBackground[] = {1,1,1,0.5}; color[] = {0,0,0,1}; }; class Task { icon = "\A3\ui_f\data\map\mapcontrol\taskIcon_CA.paa"; iconCreated = "\A3\ui_f\data\map\mapcontrol\taskIconCreated_CA.paa"; iconCanceled = "\A3\ui_f\data\map\mapcontrol\taskIconCanceled_CA.paa"; iconDone = "\A3\ui_f\data\map\mapcontrol\taskIconDone_CA.paa"; iconFailed = "\A3\ui_f\data\map\mapcontrol\taskIconFailed_CA.paa"; color[] = {"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])","(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"}; colorCreated[] = {1,1,1,1}; colorCanceled[] = {0.7,0.7,0.7,1}; colorDone[] = {0.7,1,0.3,1}; colorFailed[] = {1,0.3,0.2,1}; size = 27; importance = 1; coefMin = 1; coefMax = 1; }; class Waypoint { icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; color[] = {0.00, 0.00, 0.00, 1.00}; size = 24; importance = 1.00; coefMin = 1.00; coefMax = 1.00; }; class WaypointCompleted { icon = "\A3\ui_f\data\map\mapcontrol\waypointCompleted_ca.paa"; color[] = {0.00, 0.00, 0.00, 1.00}; size = 24; importance = 1.00; coefMin = 1.00; coefMax = 1.00; }; class ActiveMarker { color[] = {0.30, 0.10, 0.90, 1.00}; size = 50; }; class CustomMark { icon = "\A3\ui_f\data\map\mapcontrol\custommark_ca.paa"; size = 24; importance = 1; coefMin = 1; coefMax = 1; color[] = {0,0,0,1}; }; class Command { icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; size = 18; importance = 1; coefMin = 1; coefMax = 1; color[] = {1,1,1,1}; }; class Bush { icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; color[] = {0.45,0.64,0.33,0.4}; size = "14/2"; importance = "0.2 * 14 * 0.05 * 0.05"; coefMin = 0.25; coefMax = 4; }; class Rock { icon = "\A3\ui_f\data\map\mapcontrol\rock_ca.paa"; color[] = {0.1,0.1,0.1,0.8}; size = 12; importance = "0.5 * 12 * 0.05"; coefMin = 0.25; coefMax = 4; }; class SmallTree { icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; color[] = {0.45,0.64,0.33,0.4}; size = 12; importance = "0.6 * 12 * 0.05"; coefMin = 0.25; coefMax = 4; }; class Tree { icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; color[] = {0.45,0.64,0.33,0.4}; size = 12; importance = "0.9 * 16 * 0.05"; coefMin = 0.25; coefMax = 4; }; class busstop { icon = "\A3\ui_f\data\map\mapcontrol\busstop_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class fuelstation { icon = "\A3\ui_f\data\map\mapcontrol\fuelstation_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class hospital { icon = "\A3\ui_f\data\map\mapcontrol\hospital_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class church { icon = "\A3\ui_f\data\map\mapcontrol\church_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class lighthouse { icon = "\A3\ui_f\data\map\mapcontrol\lighthouse_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class power { icon = "\A3\ui_f\data\map\mapcontrol\power_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class powersolar { icon = "\A3\ui_f\data\map\mapcontrol\powersolar_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class powerwave { icon = "\A3\ui_f\data\map\mapcontrol\powerwave_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class powerwind { icon = "\A3\ui_f\data\map\mapcontrol\powerwind_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class quay { icon = "\A3\ui_f\data\map\mapcontrol\quay_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class transmitter { icon = "\A3\ui_f\data\map\mapcontrol\transmitter_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class watertower { icon = "\A3\ui_f\data\map\mapcontrol\watertower_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class Cross { icon = "\A3\ui_f\data\map\mapcontrol\Cross_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {0,0,0,1}; }; class Chapel { icon = "\A3\ui_f\data\map\mapcontrol\Chapel_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {0,0,0,1}; }; class Shipwreck { icon = "\A3\ui_f\data\map\mapcontrol\Shipwreck_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {0,0,0,1}; }; class Bunker { icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; size = 14; importance = "1.5 * 14 * 0.05"; coefMin = 0.25; coefMax = 4; color[] = {0,0,0,1}; }; class Fortress { icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; size = 16; importance = "2 * 16 * 0.05"; coefMin = 0.25; coefMax = 4; color[] = {0,0,0,1}; }; class Fountain { icon = "\A3\ui_f\data\map\mapcontrol\fountain_ca.paa"; size = 11; importance = "1 * 12 * 0.05"; coefMin = 0.25; coefMax = 4; color[] = {0,0,0,1}; }; class Ruin { icon = "\A3\ui_f\data\map\mapcontrol\ruin_ca.paa"; size = 16; importance = "1.2 * 16 * 0.05"; coefMin = 1; coefMax = 4; color[] = {0,0,0,1}; }; class Stack { icon = "\A3\ui_f\data\map\mapcontrol\stack_ca.paa"; size = 20; importance = "2 * 16 * 0.05"; coefMin = 0.9; coefMax = 4; color[] = {0,0,0,1}; }; class Tourism { icon = "\A3\ui_f\data\map\mapcontrol\tourism_ca.paa"; size = 16; importance = "1 * 16 * 0.05"; coefMin = 0.7; coefMax = 4; color[] = {0,0,0,1}; }; class ViewTower { icon = "\A3\ui_f\data\map\mapcontrol\viewtower_ca.paa"; size = 16; importance = "2.5 * 16 * 0.05"; coefMin = 0.5; coefMax = 4; color[] = {0,0,0,1}; }; };
  5. Maybe changing the setmarker Alpha would be it though not sure if it can be done by trigger
  6. Larrow,  do you know if it is possible to remove the player map icons/markers when a player enters a specific area that has a trigger. I am not trying to take them out on the whole map only in a specific area that a trigger area represents when players are in that area.  So the remove player markers would be dictated by the trigger area. 

     

    Not sure if possible

  7. Pierre, is it possible to remove the player map icons / markers when a player enters a specific area that has a trigger. I am not trying to take them out on the whole map only in a specific area that a trigger area represents when a player is in that area. 

     

    Not sure if possible

    1. pierremgi

      pierremgi

      hummm, not sure it's simple. As first answer, I'd disable all icons (server or mission difficulty parameters ), then I'd create some icons for some cases (with ctrlAddEventHandler "draw").

    2. Antman2o1o

      Antman2o1o

      I am faking an underground bunker and i dont want players to know where they are at while in that zone that is out in the middle of the ocean. I thought maybe changing the alpha of the markers maybe when they hit the trigger but not sure.

  8. Stan thanks for the response i have not added any additional tracking scripts and i know you can turn everything off in veteren mode... not what I am asking. I guess for clarity what i am asking is ....is it possible to remove the player map icons / markers when a player enters a specific area that has a trigger. I am not trying to take them out on the whole map only in a specific area that a trigger area represents when a player is in that area. Not sure if possible
  9. The ones on the map that shows player location so blue force tracker i suppose. I am not trying to take them out on the whole map only in a specific area that a trigger area represents when a player is in that area .
  10. Does anyone know of a trigger script that would turn off the player's current position marker on the map when they enter a certain area? The effect would be dictated by the radius of the trigger? The script would need to work in multiplayer. Been searching and have not found anything. Any help highly appreciated Ant
  11. Pierre thank you for the response would the code look like this? ..... Yes the ""nukeme"" are empty map markers named nukeme, nukeme1 etc... How would the blast size be defined? Will this code work on a dedicated server for multiplayer? 0 = [] spawn { possiblelocations = ["nukeme", "nukeme1", "nukeme2","nukeme3","nukeme4","nukeme5","nukeme6"]; while {true} do { private _location = possibleLocations deleteAt (floor random count possibleLocations); [_location,nukeme,nukeme,nukeme1,nukeme2,nukeme3,nukeme4,nukeme5,nukeme6] execvm "Al_Nuke\alias_nuke.sqf"; sleep 3000; }; };
  12. Hey folks I am working on a script below and I am not a very skilled coder especially working with arrays and subtracting locations from an array. The main goal would be to have the script trigger a nuke blast in a set time limit with various blast radiuses in a loop. Ideally, I would like to drop a map marker on the location of the blast that is removed after a certain amount of time but just trying to get this working with what I got now. So here goes....At the end of the day, the script should select from a random location for the nuke blast defined by possible locations listed in the array named "nukeme" then remove whatever location it used from the array list so it does not trigger in the same place twice. The triggered nuke blast script should run every 3000 seconds in random locations. So I have a basic understanding of what it does or needs to do not sure if my syntax is correct or even in the ballpark. As always any help appreciated and I am in no way a skilled coder. Script below if ((!isServer) && (player != player)) then {waitUntil {player == player};}; while {true} do { _location = selectrandom possiblelocations; possiblelocations = [nukeme, nukeme1, nukeme2,nukeme3,nukeme4,nukeme5,nukeme6],-_location; /*to make sure one location is not used twice*/ [_location,nukeme,nukeme,nukeme1,nukeme2,nukeme3,nukeme4,nukeme5,nukeme6] execvm "Al_Nuke\alias_nuke.sqf"; place marker; sleep 3000+random 1000; }
  13. Antman2o1o

    JBOY Sniper Nest In Tree

    You Guys are Awesome
×