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Antman2o1o

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About Antman2o1o

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    Arma3 PVP Game Mode: "A3 Wasteland, Capture The Flag, Attack and Defend" None PVP "Escape Missions and Siege Missions"

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  1. George, I found you and David Doss having a discussion on this thread 

     

    I have tried the code below and nothing happens any ideas why?

    NOTES:

    I have tried: Full Bush Path:  a3\plants_f\Bush\b_ficusc2d_f.p3d and without full path  b_ficusc2d_f.p3d

    The bushes do not get replaced

    CODE SAMPLE BELOW 
     

    if (isServer) then {

    private _repleacearray = [

    ["a3\plants_f\Bush\b_ficusc2d_f.p3d", "a3\plants_f\Bush\b_ArundoD3s_F.p3d", 0],
    ["a3\plants_f\Bush\b_neriumo2d_f.p3d", "a3\plants_f\Bush\b_ArundoD3s_F.p3d", 0]
        
    ];


    {
        private _a = ((getModelInfo _x) select 0);
        private _c = _repleacearray select {_a == _x select 0};
        
        if !( _c isEqualTo []) then {
        
            private _b = ((getModelInfo _x) select 1);
            private _replacetree = ([(_c select 0) select 1] call BIS_fnc_simpleObjectData) select 1;
            private _directionOffset = (_c select 0) select 2;

            private _position = getPosWorld _x;
            private _vectorDirUp = [vectorDir _x, vectorUp _x];

            
             
            hideObjectGlobal  _x;
            private _simpletree = createSimpleObject [_replacetree, _position];
            _simpletree setVectorDirAndUp _vectorDirUp;
            _simpletree setDir (getdir _simpletree) + _directionOffset;
            _simpletree enableSimulationGlobal false;
            
            systemchat format["getModelInfo: %1     getPosWorld: %2     replacing tree ",getModelInfo _x, getPosWorld _x,  _x];    

        };

            
    } forEach nearestTerrainObjects 
        [
            [worldSize/2, worldSize/2], 
            ["Tree"], //["Tree","Bush"],
            worldSize, 
            false
        ];
    };

    hint "Replacing_trees_script done";

     

    Any help appreciated

     

    Ant

  2. Pierre,  I am trying to change the appearance of this civilian group created in the code below.

     

    THIS CODE WORKS TO SPAWN GROUPS. SO GOOD TILL HERE.

     

    hint parseText "<img size='6' image='images\rap.paa'/><br/><t align='center' color='#b80406' shadow='2' size='2.75'>WARNING</t><br/><t align='center' color='#FFFFFF'>------------------------------</t><br/><t align='center' color='#FFFFFF'> Suicide Bombers Have Been Detected.</t><t align='center' color='#b80406'></t><br/><t align='center' color='#f6d140'> Stay On High Alert!</t><t align='center' color='#b80406'></t>"; playSound "nukewarn";

    private ["_k_unit","_grp","_ksound","_chasep","_distep"];

    if (!isServer) exitWith {};

    _origin = _this select 0;
    _no        = _this select 1;
    _ksound = _this select 2;
    _chasep    = _this select 3;
    _distep    = _this select 4;

    if (_no>0) then 
    {
        _nr_k = 0;
        while {_nr_k<_no} do 
        {    
            _grp = createGroup civilian;
            _type_k = ["C_Man_casual_6_F_afro","C_man_1_1_F","C_Man_casual_1_F_asia","C_man_1_3_F","C_man_polo_1_F","C_man_polo_1_F_afro","C_Man_casual_3_F_asia","C_man_polo_1_F_asia","C_man_polo_2_F","C_man_polo_2_F_afro","C_man_polo_2_F_euro","C_Man_casual_4_F_euro","C_man_polo_3_F","C_man_polo_3_F_afro","C_Man_casual_5_F_euro","C_man_polo_3_F_asia","C_man_polo_4_F","C_man_polo_4_F_afro","C_man_polo_4_F_euro","C_man_polo_4_F_asia","C_man_polo_5_F","C_man_polo_5_F_afro","C_man_polo_5_F_euro","C_man_polo_5_F_asia","C_man_polo_6_F","C_man_polo_6_F_afro","C_man_polo_6_F_euro","C_man_polo_6_F_asia","C_man_p_fugitive_F","C_man_p_fugitive_F_afro","C_man_p_fugitive_F_euro","C_man_p_fugitive_F_asia","C_man_hunter_1_F","C_Orestes","C_Nikos","C_Nikos","C_man_sport_2_F_afro","C_man_sport_3_F_asia"] call BIS_fnc_selectRandom;
            _type_k createUnit [getMarkerPos _origin, _grp, "[this,_distep,_ksound,_chasep] execvm 'Scripts\kam.sqf'",1];
            _nr_k = _nr_k +1;
            sleep 1;
        };
    };

     

     

    I added these three lines of code below to try and  change just the uniform and headgear

     

    _uniformTypes = ["U_I_C_Soldier_Para_1_F"];
    _type_k_unit addUniform (_uniformTypes call BIS_fnc_selectRandom);
    _type_k unit addHeadgear "H_ShemagOpen_tan";

     

    SO NEW CODE LOOKS LIKE THIS NOW

     

    hint parseText "<img size='6' image='images\rap.paa'/><br/><t align='center' color='#b80406' shadow='2' size='2.75'>WARNING</t><br/><t align='center' color='#FFFFFF'>------------------------------</t><br/><t align='center' color='#FFFFFF'> Suicide Bombers Have Been Detected.</t><t align='center' color='#b80406'></t><br/><t align='center' color='#f6d140'> Stay On High Alert!</t><t align='center' color='#b80406'></t>"; playSound "nukewarn";

    private ["_k_unit","_grp","_ksound","_chasep","_distep"];

    if (!isServer) exitWith {};

    _origin = _this select 0;
    _no        = _this select 1;
    _ksound = _this select 2;
    _chasep    = _this select 3;
    _distep    = _this select 4;

    if (_no>0) then 
    {
        _nr_k = 0;
        while {_nr_k<_no} do 
        {    
            _grp = createGroup civilian;
            _type_k = ["C_Man_casual_6_F_afro","C_man_1_1_F","C_Man_casual_1_F_asia","C_man_1_3_F","C_man_polo_1_F","C_man_polo_1_F_afro","C_Man_casual_3_F_asia","C_man_polo_1_F_asia","C_man_polo_2_F","C_man_polo_2_F_afro","C_man_polo_2_F_euro","C_Man_casual_4_F_euro","C_man_polo_3_F","C_man_polo_3_F_afro","C_Man_casual_5_F_euro","C_man_polo_3_F_asia","C_man_polo_4_F","C_man_polo_4_F_afro","C_man_polo_4_F_euro","C_man_polo_4_F_asia","C_man_polo_5_F","C_man_polo_5_F_afro","C_man_polo_5_F_euro","C_man_polo_5_F_asia","C_man_polo_6_F","C_man_polo_6_F_afro","C_man_polo_6_F_euro","C_man_polo_6_F_asia","C_man_p_fugitive_F","C_man_p_fugitive_F_afro","C_man_p_fugitive_F_euro","C_man_p_fugitive_F_asia","C_man_hunter_1_F","C_Orestes","C_Nikos","C_Nikos","C_man_sport_2_F_afro","C_man_sport_3_F_asia"] call BIS_fnc_selectRandom;
    _uniformTypes = ["U_I_C_Soldier_Para_1_F"];
    _type_k_unit addUniform (_uniformTypes call BIS_fnc_selectRandom);
    _type_k unit addHeadgear "H_ShemagOpen_tan";
            _type_k createUnit [getMarkerPos _origin, _grp, "[this,_distep,_ksound,_chasep] execvm 'Scripts\kam.sqf'",1];
            _nr_k = _nr_k +1;
            sleep 1;
     


        };
    };

     

    After doing this now the AI Groups do not spawn. Any Ideas why.... any help appreciated.

     

    Ant

    1. Show previous comments  1 more
    2. Antman2o1o

      Antman2o1o

      Thanks, Pierre that worked Happy holidays to you.

    3. pierremgi

      pierremgi

      Same. Happy holidays to you and your family.

    4. Antman2o1o

      Antman2o1o

      Thanks, brother appreciate all  you guys do for the community.

  3. 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

  4. 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
  5. 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}; }; };
  6. Maybe changing the setmarker Alpha would be it though not sure if it can be done by trigger
  7. 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

  8. 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.

  9. 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
  10. 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 .
  11. 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
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