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sarogahtyp

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Posts posted by sarogahtyp


  1. 4 hours ago, Rok Stuhne said:
    
    _roads_1 = nearestTerrainObjects [[4092.9,4596.33,0], ["Road"], 3500]; 
    _roads_2 = [4092.9,4596.33,0] nearRoads 3500; 
    
    _all_roads = _roads_1 + _roads_2;
    _all_roads = _all_roads arrayIntersect _all_roads;
    _bad_roads = _all_roads inAreaArray "arfldmrkr";
    _all_roads = _all_roads - _bad_roads;

     

     

    This can be done more effective by combining select command with inArea as I told above. now Ive the time to show it:

    _all_roads = ( nearestTerrainObjects [[4092.9,4596.33,0], ["Road"], 3500] ) select { not (_x inArea "arfldmrkr") };
    _all_roads append ( [4092.9,4596.33,0] nearRoads 3500 ) select { not (_x inArea "arfldmrkr") };
    _all_roads = _all_roads arrayIntersect _all_roads;

     


  2. 1 hour ago, Ibragim A said:

    Try something like this:

    you don't need the exitWith you can just use the condition of the while.

    But the bigger problem with that loop is that it can get an endless loop if no suitable position can be found.

    Therefore I would recommend a second part for the condition which breaks the loop after 5 seconds or something.

     

    @Rok Stuhne never show these messages in the forum because it is always the last error message occuring. Show errror messages copied out of .rpt file!

     

    In this case the error comes from the while syntax... just use the wiki.

     

    EDIT:

    private _isFlat = false;
    private _startTime = diag_tickTime;
    private _runTime = 5;
    
    while { !_isFlat && diag_tickTime - _startTime < _runTime } do 
    {
    	_random_road = selectRandom _all_roads;		
    		
    	_isFlat = !(position _random_road isFlatEmpty  [100, -1, 0.05, 100, 0, false, player] isEqualTo []);
    };

     

    or just breaking when all road segments are not suitable:

    private _isFlat = false;
    
    while { not _isFlat and _all_roads isNotEqualTo [] } do 
    {
    	_random_road = selectRandom _all_roads;		
      
    	_isFlat = !(position _random_road isFlatEmpty  [100, -1, 0.05, 100, 0, false, player] isEqualTo []);
      
        _all_roads = _all_roads - _random_road;
    };

     


  3. I rewrote the Github version to current standards (hopefully), simplified some calculations, randomised a bit more and fixed the sound problem.

    The Github version also had a logical bug with remote execution that caused server-side stuff to run on the clients - I fixed that and rewrote it to remoteExec usage.

     

    Function Library integration is NOT done.

     

    Example mission download

     

    The important, edited files in there are:

     

    init.sqf - shows script usage

    callFireworks.sqf - server side calculations

    fireworks.sqf - client side calculations and local spawning stuff

    mission.sqm - main mission file, i edited the triggers on activation code there

     

    This is currently not tested in Multiplayer environment but should work there.

     

    @nomisum maybe you want to provide the download link in your first post. but do what you want with it - its all your work, I just reformatted it a bit 😉

    • Thanks 1

  4. Here again all together in bite-sized bites for the init box:

     

    if (not hasInterface) exitWith {};
    
    SARO_loadoutVersion = "1.0";
    
    [this, ["H_HelmetSpecB","ItemMap","ItemCompass","ItemWatch","ItemGPS","Binocular","16Rnd_9x21_Mag","U_B_CombatUniform_mcam_vest","30Rnd_65x39_caseless_mag","SmokeShellRed","SmokeShellGreen","SmokeShell","HandGrenade","V_PlateCarrierGL_rgr","arifle_MX_Hamr_pointer_F","hgun_P07_F","acc_pointer_IR","optic_Hamr","H_HelmetB_light","B_Kitbag_rgr","U_B_CombatUniform_mcam_tshirt","V_PlateCarrierSpec_rgr","optic_ACO_grn","H_HelmetB","U_B_CTRG_2","100Rnd_65x39_caseless_mag","V_PlateCarrier1_rgr","arifle_MX_SW_F","bipod_01_F_snd","MineDetector","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ClaymoreDirectionalMine_Remote_Mag","ATMine_Range_Mag","optic_Holosight_smg","launch_NLAW_F","G_Combat","ItemRadio","NVGoggles","FirstAidKit","Chemlight_green","U_B_CombatUniform_mcam","arifle_MX_ACO_pointer_F","optic_Aco","H_HelmetB_desert","G_Aviator","30Rnd_65x39_caseless_mag_Tracer","B_IR_Grenade","SmokeShellBlue","SmokeShellOrange","130Rnd_338_Mag","MMG_02_sand_RCO_LP_F","H_HelmetSpecB_blk","1Rnd_HE_Grenade_shell","MiniGrenade","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","arifle_MX_GL_ACO_F","H_HelmetB_light_desert","Medikit","B_AssaultPack_rgr_Medic","arifle_MX_pointer_F","ToolKit","B_Kitbag_mcamo_Eng","V_Chestrig_rgr","arifle_MXC_Holo_pointer_F","optic_Holosight","20Rnd_762x51_Mag","srifle_DMR_03_tan_AMS_LP_F","optic_AMS_snd","H_HelmetB_light_sand","B_AssaultPack_rgr_Repair","arifle_MX_Holo_pointer_F","H_HelmetB_grass","arifle_MXM_Hamr_LP_BI_F","G_Bandanna_khk","Rangefinder","11Rnd_45ACP_Mag","B_Patrol_Soldier_Marksman_weapon_F","B_Patrol_Soldier_Pistol_F","muzzle_snds_B","optic_DMS","muzzle_snds_acp","optic_MRD","G_Bandanna_oli","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","B_Patrol_Soldier_MachineGunner_weapon_F","muzzle_snds_H_snd_F","bipod_01_F_blk","H_HelmetB_snakeskin","100Rnd_65x39_caseless_mag_Tracer","V_PlateCarrier2_rgr","B_Patrol_Soldier_Autorifleman_weapon_F","H_HelmetB_camo","G_Tactical_Black","150Rnd_762x54_Box","Titan_AP","B_Patrol_Supply_bag_F","B_Patrol_Soldier_Carrier_weapon_F","optic_Arco","H_HelmetSpecB_paint2","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","B_Kitbag_rgr_Exp","V_PlateCarrierGL_mtp","B_Patrol_Soldier_Specialist_weapon_F","H_HelmetSpecB_sand","SmokeShellYellow","B_Patrol_Medic_bag_F","B_Patrol_Soldier_Medic_weapon_F"], true] call BIS_fnc_addVirtualWeaponCargo;  
    [this, ["H_HelmetSpecB","ItemMap","ItemCompass","ItemWatch","ItemGPS","Binocular","16Rnd_9x21_Mag","U_B_CombatUniform_mcam_vest","30Rnd_65x39_caseless_mag","SmokeShellRed","SmokeShellGreen","SmokeShell","HandGrenade","V_PlateCarrierGL_rgr","arifle_MX_Hamr_pointer_F","hgun_P07_F","acc_pointer_IR","optic_Hamr","H_HelmetB_light","B_Kitbag_rgr","U_B_CombatUniform_mcam_tshirt","V_PlateCarrierSpec_rgr","optic_ACO_grn","H_HelmetB","U_B_CTRG_2","100Rnd_65x39_caseless_mag","V_PlateCarrier1_rgr","arifle_MX_SW_F","bipod_01_F_snd","MineDetector","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ClaymoreDirectionalMine_Remote_Mag","ATMine_Range_Mag","optic_Holosight_smg","launch_NLAW_F","G_Combat","ItemRadio","NVGoggles","FirstAidKit","Chemlight_green","U_B_CombatUniform_mcam","arifle_MX_ACO_pointer_F","optic_Aco","H_HelmetB_desert","G_Aviator","30Rnd_65x39_caseless_mag_Tracer","B_IR_Grenade","SmokeShellBlue","SmokeShellOrange","130Rnd_338_Mag","MMG_02_sand_RCO_LP_F","H_HelmetSpecB_blk","1Rnd_HE_Grenade_shell","MiniGrenade","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","arifle_MX_GL_ACO_F","H_HelmetB_light_desert","Medikit","B_AssaultPack_rgr_Medic","arifle_MX_pointer_F","ToolKit","B_Kitbag_mcamo_Eng","V_Chestrig_rgr","arifle_MXC_Holo_pointer_F","optic_Holosight","20Rnd_762x51_Mag","srifle_DMR_03_tan_AMS_LP_F","optic_AMS_snd","H_HelmetB_light_sand","B_AssaultPack_rgr_Repair","arifle_MX_Holo_pointer_F","H_HelmetB_grass","arifle_MXM_Hamr_LP_BI_F","G_Bandanna_khk","Rangefinder","11Rnd_45ACP_Mag","B_Patrol_Soldier_Marksman_weapon_F","B_Patrol_Soldier_Pistol_F","muzzle_snds_B","optic_DMS","muzzle_snds_acp","optic_MRD","G_Bandanna_oli","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","B_Patrol_Soldier_MachineGunner_weapon_F","muzzle_snds_H_snd_F","bipod_01_F_blk","H_HelmetB_snakeskin","100Rnd_65x39_caseless_mag_Tracer","V_PlateCarrier2_rgr","B_Patrol_Soldier_Autorifleman_weapon_F","H_HelmetB_camo","G_Tactical_Black","150Rnd_762x54_Box","Titan_AP","B_Patrol_Supply_bag_F","B_Patrol_Soldier_Carrier_weapon_F","optic_Arco","H_HelmetSpecB_paint2","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","B_Kitbag_rgr_Exp","V_PlateCarrierGL_mtp","B_Patrol_Soldier_Specialist_weapon_F","H_HelmetSpecB_sand","SmokeShellYellow","B_Patrol_Medic_bag_F","B_Patrol_Soldier_Medic_weapon_F"], true] call BIS_fnc_addVirtualBackpackCargo; 
    [this, ["H_HelmetSpecB","ItemMap","ItemCompass","ItemWatch","ItemGPS","Binocular","16Rnd_9x21_Mag","U_B_CombatUniform_mcam_vest","30Rnd_65x39_caseless_mag","SmokeShellRed","SmokeShellGreen","SmokeShell","HandGrenade","V_PlateCarrierGL_rgr","arifle_MX_Hamr_pointer_F","hgun_P07_F","acc_pointer_IR","optic_Hamr","H_HelmetB_light","B_Kitbag_rgr","U_B_CombatUniform_mcam_tshirt","V_PlateCarrierSpec_rgr","optic_ACO_grn","H_HelmetB","U_B_CTRG_2","100Rnd_65x39_caseless_mag","V_PlateCarrier1_rgr","arifle_MX_SW_F","bipod_01_F_snd","MineDetector","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ClaymoreDirectionalMine_Remote_Mag","ATMine_Range_Mag","optic_Holosight_smg","launch_NLAW_F","G_Combat","ItemRadio","NVGoggles","FirstAidKit","Chemlight_green","U_B_CombatUniform_mcam","arifle_MX_ACO_pointer_F","optic_Aco","H_HelmetB_desert","G_Aviator","30Rnd_65x39_caseless_mag_Tracer","B_IR_Grenade","SmokeShellBlue","SmokeShellOrange","130Rnd_338_Mag","MMG_02_sand_RCO_LP_F","H_HelmetSpecB_blk","1Rnd_HE_Grenade_shell","MiniGrenade","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","arifle_MX_GL_ACO_F","H_HelmetB_light_desert","Medikit","B_AssaultPack_rgr_Medic","arifle_MX_pointer_F","ToolKit","B_Kitbag_mcamo_Eng","V_Chestrig_rgr","arifle_MXC_Holo_pointer_F","optic_Holosight","20Rnd_762x51_Mag","srifle_DMR_03_tan_AMS_LP_F","optic_AMS_snd","H_HelmetB_light_sand","B_AssaultPack_rgr_Repair","arifle_MX_Holo_pointer_F","H_HelmetB_grass","arifle_MXM_Hamr_LP_BI_F","G_Bandanna_khk","Rangefinder","11Rnd_45ACP_Mag","B_Patrol_Soldier_Marksman_weapon_F","B_Patrol_Soldier_Pistol_F","muzzle_snds_B","optic_DMS","muzzle_snds_acp","optic_MRD","G_Bandanna_oli","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","B_Patrol_Soldier_MachineGunner_weapon_F","muzzle_snds_H_snd_F","bipod_01_F_blk","H_HelmetB_snakeskin","100Rnd_65x39_caseless_mag_Tracer","V_PlateCarrier2_rgr","B_Patrol_Soldier_Autorifleman_weapon_F","H_HelmetB_camo","G_Tactical_Black","150Rnd_762x54_Box","Titan_AP","B_Patrol_Supply_bag_F","B_Patrol_Soldier_Carrier_weapon_F","optic_Arco","H_HelmetSpecB_paint2","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","B_Kitbag_rgr_Exp","V_PlateCarrierGL_mtp","B_Patrol_Soldier_Specialist_weapon_F","H_HelmetSpecB_sand","SmokeShellYellow","B_Patrol_Medic_bag_F","B_Patrol_Soldier_Medic_weapon_F"], true] call BIS_fnc_addVirtualItemCargo; 
    [this, ["H_HelmetSpecB","ItemMap","ItemCompass","ItemWatch","ItemGPS","Binocular","16Rnd_9x21_Mag","U_B_CombatUniform_mcam_vest","30Rnd_65x39_caseless_mag","SmokeShellRed","SmokeShellGreen","SmokeShell","HandGrenade","V_PlateCarrierGL_rgr","arifle_MX_Hamr_pointer_F","hgun_P07_F","acc_pointer_IR","optic_Hamr","H_HelmetB_light","B_Kitbag_rgr","U_B_CombatUniform_mcam_tshirt","V_PlateCarrierSpec_rgr","optic_ACO_grn","H_HelmetB","U_B_CTRG_2","100Rnd_65x39_caseless_mag","V_PlateCarrier1_rgr","arifle_MX_SW_F","bipod_01_F_snd","MineDetector","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ClaymoreDirectionalMine_Remote_Mag","ATMine_Range_Mag","optic_Holosight_smg","launch_NLAW_F","G_Combat","ItemRadio","NVGoggles","FirstAidKit","Chemlight_green","U_B_CombatUniform_mcam","arifle_MX_ACO_pointer_F","optic_Aco","H_HelmetB_desert","G_Aviator","30Rnd_65x39_caseless_mag_Tracer","B_IR_Grenade","SmokeShellBlue","SmokeShellOrange","130Rnd_338_Mag","MMG_02_sand_RCO_LP_F","H_HelmetSpecB_blk","1Rnd_HE_Grenade_shell","MiniGrenade","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","arifle_MX_GL_ACO_F","H_HelmetB_light_desert","Medikit","B_AssaultPack_rgr_Medic","arifle_MX_pointer_F","ToolKit","B_Kitbag_mcamo_Eng","V_Chestrig_rgr","arifle_MXC_Holo_pointer_F","optic_Holosight","20Rnd_762x51_Mag","srifle_DMR_03_tan_AMS_LP_F","optic_AMS_snd","H_HelmetB_light_sand","B_AssaultPack_rgr_Repair","arifle_MX_Holo_pointer_F","H_HelmetB_grass","arifle_MXM_Hamr_LP_BI_F","G_Bandanna_khk","Rangefinder","11Rnd_45ACP_Mag","B_Patrol_Soldier_Marksman_weapon_F","B_Patrol_Soldier_Pistol_F","muzzle_snds_B","optic_DMS","muzzle_snds_acp","optic_MRD","G_Bandanna_oli","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","B_Patrol_Soldier_MachineGunner_weapon_F","muzzle_snds_H_snd_F","bipod_01_F_blk","H_HelmetB_snakeskin","100Rnd_65x39_caseless_mag_Tracer","V_PlateCarrier2_rgr","B_Patrol_Soldier_Autorifleman_weapon_F","H_HelmetB_camo","G_Tactical_Black","150Rnd_762x54_Box","Titan_AP","B_Patrol_Supply_bag_F","B_Patrol_Soldier_Carrier_weapon_F","optic_Arco","H_HelmetSpecB_paint2","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","B_Kitbag_rgr_Exp","V_PlateCarrierGL_mtp","B_Patrol_Soldier_Specialist_weapon_F","H_HelmetSpecB_sand","SmokeShellYellow","B_Patrol_Medic_bag_F","B_Patrol_Soldier_Medic_weapon_F"], true] call BIS_fnc_addVirtualMagazineCargo; 
    
    [missionNamespace, "arsenalOpened", { 
      disableSerialization; 
      params ["_display"]; 
      _display displayAddEventHandler ["keydown", "_this select 3"]; 
      {(_display displayCtrl _x) ctrlShow false} forEach [44151, 44150, 44146, 44147, 44148, 44149, 44346]; 
     }] call BIS_fnc_addScriptedEventHandler;
    
    SARO_fnc_saveLoadout =
    {
        private _loadout = getUnitLoadout  [player, true ];
        private _fireMode = currentWeaponMode player;
    
        _fireMode = if (!isNil "_fireMode" and { typeName _fireMode isEqualTo "STRING" } ) then { _fireMode } else { "FullAuto" };
    
        profileNamespace setVariable ["SARO_playerLoadout", [SARO_loadoutVersion, _loadout, _fireMode] ];
    };
    
    SARO_fnc_loadLoadout =
    {
        if ( not ([] call SARO_fnc_loadoutCondition) ) exitWith {};
    
        private _loadout = ( profileNamespace getVariable "SARO_playerLoadout" ) select 1;
    
        private _firemode = ( profileNamespace getVariable "SARO_playerLoadout" ) select 2;
    
        player setUnitLoadout _loadout;
    
        private _weapon = currentWeapon player;
        private _ammo = player ammo _weapon;
    
        player setAmmo [_weapon, 0];
        player forceWeaponFire [_weapon, _firemode];
        player setAmmo [_weapon, _ammo];
    };
    
    SARO_fnc_loadoutCondition =
    {
        private _loadout = profileNamespace getVariable "SARO_playerLoadout";
    
        !isNil "_loadout" and { _loadout select 0 isEqualTo SARO_loadoutVersion }
    };
    
    this addAction ["Save Loadout", "[] call SARO_fnc_saveLoadout", nil, 1, false, true, "" ];
    this addAction ["Load Loadout", "[] call SARO_fnc_loadLoadout", nil, 1, false, true, "", "[] call SARO_fnc_loadoutCondition"];
    
    player addEventHandler ["Respawn", { [] call SARO_fnc_loadLoadout }];

     


  5. This will add action menu entry for save/load players loadout on your object myBox. If you change the version string in the first line then all players which already saved a loadout can not load those old loadout. They have to save the loadout again before they can load.

    This is handy for changing your arsenal inventory in the future. If you change it then you should change the version string as well and no player can load a loadout which was created out of the old arsenal inventory...

     

    initPlayerLocal.sqf

    //loadout version string
    #define SARO_LOADOUT_VERSION "version 1.0"
    
    SARO_fnc_saveLoadout =
    {
    
        //get current layout of player but with full magazines
        private _loadout = getUnitLoadout  [player, true ];
    
        //store loadout in players profile data
        profileNamespace setVariable ["SARO_playerLoadout", [SARO_LOADOUT_VERSION, _loadout] ];
    };
    
    SARO_fnc_loadLoadout =
    {
        //get saved loadout
        private _loadout = ( profileNamespace getVariable "SARO_playerLoadout" ) select 1;
    
        //apply loadout to player if loadout was available and if the version fits.
        if ([] call SARO_fnc_loadoutCondition) then { player setUnitLoadout _loadout select 1 };
    };
    
    SARO_fnc_loadoutCondition =
    {
        //get stored loadout
        private _loadout = profileNamespace getVariable "SARO_playerLoadout";
    
        //returns true if loadout was available and if version fits
        !isNil "_loadout" && { _loadout select 0 isEqualTo SARO_LOADOUT_VERSION }
    };
    
    myBox addAction ["Save Loadout", "[] call SARO_fnc_saveLoadout", nil, 1, false, true, "" ];
    myBox addAction ["Load Loadout", "[] call SARO_fnc_loadLoadout", nil, 1, false, true, "", "[] call SARO_fnc_loadoutCondition"];

    this is all tested but without respawn.

    to get the saved inventory loaded on respawn it should be enough to do this in

     

    onPlayerRespawn.sqf

    [] call SARO_fnc_loadLoadout;

     


  6. Map markers are created by adding the component MapDescriptorComponent or SCR_MapDescriptorComponent to any entity. If added to a moveable entity then marker will move with entities movement.

    If there is no entity at the position where you want to have a map marker at then you can just create a GenericEntity by using the Create-Subwindow of the world editor.

     

    I ll create a list with the markers which are currently possible (most of them seem to be placeholders at the moment) with the MapDescriptorComponent here:

     

    Main Type / Unit Type

    IMAGE


     

    Spoiler

     

    Tree / Unknown

    R6LSVvN.png

     

    Small Tree / Unknown

    6YFCBkq.png

     

    Bush / Unknown

    6AcCq5z.png

     

    Building / Unknown (this marker seems to be a placeholder. Below I ll post just 01PLACEHOLDER01 when this marker appeared.)

    ZT7yAtd.png

     

    House / Unknown

    01PLACEHOLDER01

     

    Forester Lodge / Unknown

    01PLACEHOLDER01

     

    Forest Border / Unknown

    01PLACEHOLDER01

     

    Forest Triangle / Unknown

    01PLACEHOLDER01

     

    Forest Square / Unknown

    01PLACEHOLDER01

     

    Calvary / Unknown

    01PLACEHOLDER01

     

    Church / Unknown

    01PLACEHOLDER01

     

    Chapel / Unknown

    01PLACEHOLDER01

     

    Cross / Unknown

    01PLACEHOLDER01

     

    Rock / Unknown

    01PLACEHOLDER01

     

    Bunker / Unknown

    01PLACEHOLDER01

     

    Fortress / Unknown

    01PLACEHOLDER01

     

    Fountain / Unknown

    01PLACEHOLDER01

     

    Spring / Unknown

    01PLACEHOLDER01

     

    Viewpoint / Unknown

    01PLACEHOLDER01

     

    Tower / Unknown

    01PLACEHOLDER01

     

    View Tower / Unknown

    01PLACEHOLDER01

     

    Water Tower / Unknown

    01PLACEHOLDER01

     

    Lighthouse / Unknown

    01PLACEHOLDER01

     

    Quay / Unknown

    01PLACEHOLDER01

     

    Buoy / Unknown

    01PLACEHOLDER01

     

    Fuel Station / Unknown

    01PLACEHOLDER01

     

    Hospital / Unknown

    01PLACEHOLDER01

     

    Light / Unknown

    01PLACEHOLDER01

     

    Fence / Unknown

    01PLACEHOLDER01

     

    Wall / Unknown

    01PLACEHOLDER01

     

    Hide / Unknown

    01PLACEHOLDER01

     

    Bus Stop / Unknown

    01PLACEHOLDER01

     

    Bus Station / Unknown

    01PLACEHOLDER01

     

    Road / Unknown

    01PLACEHOLDER01

     

    Forest / Unknown

    01PLACEHOLDER01

     

    Crane / Unknown

    tnCODM7.png

     

    Transformer / Unknown

    n4KiklB.png

     

    Transmitter / Unknown

    ruJkZbH.png

     

    Stack / Unknown

    D0Y1Jjo.png

     

    Ruin / Unknown

    BQe0k5a.png

     

    Tourism / Unknown

    01PLACEHOLDER01

     

    Hill / Unknown (this marker seems to be invisible. Below I ll post just INVISIBLE when this happens.)

    UTm38Qo.png

     

    Track / Unknown

    01PLACEHOLDER01

     

    Main Road / Unknown

    01PLACEHOLDER01

     

    Rocks / Unknown

    01PLACEHOLDER01

     

    Playing Field / Unknown

    SUJyfgB.png

     

    Powerlines / Unknown

    01PLACEHOLDER01

     

    Railway / Unknown

    01PLACEHOLDER01

     

    Shipwreck / Unknown

    01PLACEHOLDER01

     

    Tourist Shelter / Unknown

    01PLACEHOLDER01

     

    Tourist Sign / Unknown

    01PLACEHOLDER01

     

    Monument / Unknown

    01PLACEHOLDER01

     

    Water Pump / Unknown

    FhG4pAI.png

     

    Police Station / Unknown

    01PLACEHOLDER01

     

    Store / Unknown

    01PLACEHOLDER01

     

    Hotel / Unknown

    29tyt5v.png

     

    Pub / Unknown

    5CQm63X.png

     

    Fire Department / Unknown

    01PLACEHOLDER01

     

    Name Generic / Unknown (text only)

    M6U5Gnl.png

     

    Name City / Unknown (text only)

    5tlEvkb.png

     

    Name Village / Unknown (text only)

    gkHqB06.png

     

    Name Town / Unknown (text only)

    iAv4R7i.png

     

    Name Settlement / Unknown (text only)

    x5TIGsR.png

     

    Name Hill / Unknown (text only)

    Lvc8Cvn.png

     

    Name Local / Unknown (text only)

    Zh2IcsL.png

     

    Name Island / Unknown (text only)

    YYCN5KK.png

     

    Name Water Minor / Unknown (text only)

    TbO3BLE.png

     

    Name Water Major / Unknown (text only)

    dAaRB2A.png

     

    Name Sea Minor / Unknown (text only)

    bKDnobz.png

     

    Name Sea Major / Unknown (text only)

    4A9PQ1t.png

     

    Name Ridge / Unknown (text only)

    Oj7VKDV.png

     

    Name Valley / Unknown (text only)

    14DxXT8.png

     

    Parking / Unknown

    m79q6v8.png

     

    Unit / Unknown

    INVISIBLE

     

    Wildlife / Unknown

    1uTXTRF.png

     

    Construction Site / Unknown

    588Augm.png

     

    Waypoint / Unknown (this marker seems to be a placeholder as well. Below I ll post just 02PLACEHOLDER02 when this marker appeared.)

    AlwqYiD.png

     

    Target / Unknown

    02PLACEHOLDER02

     

    Military Base / Unknown

    02PLACEHOLDER02

     

    Port / Unknown

    01PLACEHOLDER01

     

    Airport / Unknown

    hmcKm2B.png

     

    Landmark / Unknown

    01PLACEHOLDER01

     

    Cave / Unknown

    01PLACEHOLDER01

     

    Radio-Tower / Unknown

    089zCNQ.png

     

    Spawnpoint / Unknown / Faction 0

    INVISIBLE

     

    Spawnpoint / Unknown / Faction 1 or 2

    oKFornI.png

     

    Task / Unknown

    02PLACEHOLDER02

     

    Icon (generic) / Unknown  / Faction 0

    eduuxRg.png

     

    Icon (generic) / Unknown  / Faction 1 or 2

    02PLACEHOLDER02


     

    • Like 3
    • Thanks 1

  7. 30 minutes ago, myshaak said:

     

    I assumed as much, thanks!

     

    Do you think BI will give us the option to see what's inside so we could learn from some reverse-engineering, override it in mods, or is it intentionally hidden?

     

     

    I'm sure it's intentionally hidden. It would be like showing their game code...

     

    The thing you can learn here is a rule which we just can take from arma 3: Always prefer an engine solution to a scripting solution.

    Just means you should always use such "hidden" methods if you can because they use things we just can't achieve with enfusion script and therefore they will be faster most times...

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