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    • Hi, I love how the strategic map is and I use it to choose different missions or areas to be liberated. The problem is I want the mission do disappear from the strategic map after it's accomplished. I had the idea the part from the Open Strategic Map array should be deleted, so the mission doesn't show up again but I don't know how to do it. 
        [findDisplay 46, [4647.75,2053.72,0], [[[6450.85,4920.97,0], { [] execVM "area\sona_castle.sqf"; ["flag_usa_1", 6] execVM "ptrl.sqf"; ["flag_usa_1", 1200, 2] execVM "reinf\ah6.sqf"; ["flag_usa_1", 1800, 4] execVM "reinf\qrf.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_1", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_1'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_1"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "Sona Isle", "Capture the old castle", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []], [[8830.33,2047.55,0], { []execVM "area\yermolova_isle.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_2", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_2'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_2"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "Yermolova Isle", "Capture heli base on Yermolova", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []], [[15317.8,6919.94,0], { [] execVM "area\raven_rock.sqf"; ["flag_usa_9", 5] execVM "ptrl.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_9", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_9'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_9"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "Raven Rock", "Capture the Wintry Station", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []], [[15324.5,2837.26,0], { [] execVM "area\afb_airfield.sqf"; ["flag_usa_3", 10] execVM "ptrl.sqf"; ["flag_usa_3", 1200, 2] execVM "reinf\ah6.sqf"; ["flag_usa_3", 1800, 4] execVM "reinf\qrf.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_3", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_3'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_3"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "AFB Airfield", "Capture the Wintry Station", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []], [[16722.6,1924.74,0], { [] execVM "area\east_station.sqf"; ["flag_usa_4", 6] execVM "ptrl.sqf"; ["flag_usa_4", 1200, 2] execVM "reinf\ah6.sqf"; ["flag_usa_4", 1800, 4] execVM "reinf\qrf.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_4", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_4'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_4"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "East Station", "Capture the east station area", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []]], [], [], [], 0.5, false, 1, true, "Select Mission", true, "\A3\Ui_f\data\Map\GroupIcons\badge_rotate_%1_gs.paa"] call BIS_fnc_strategicMapOpen;   
    • How would I go about sharing my map with friends so that we can build it together is there any guides or videos on this topic i can't find any
    • Works! Made some small changes, but it finally works. 
      THANKS!

        BIS_endText = {     private["_blocks","_block","_blockCount","_blockNr","_blockArray","_blockText","_blockTextF","_blockTextF_","_blockFormat","_formats","_inputData","_processedTextF","_char","_cursorBlinks"];     _blockCount = count _this;     _invisCursor = "<t color ='#00000000' shadow = '0'>_</t>";     // Get screen center position using safezone     private _safeZoneX = (safezoneX + safezoneW / 2);     private _safeZoneY = (safezoneY + safezoneH / 2);     // Process the input data     _blocks = [];     _formats = [];     {         _inputData = _x;         _block     = [_inputData, 0, "", [""]] call BIS_fnc_param;         _format = [_inputData, 1, "<t align = 'center' shadow='1' size='2.0'>%1</t><br/>", [""]] call BIS_fnc_param;         // Convert strings into array of chars         _blockArray = toArray _block;         {             _blockArray set [_forEachIndex, toString [_x]]         } forEach _blockArray;         _blocks  = _blocks + [_blockArray];         _formats = _formats + [_format];     } forEach _this;     // Do the printing     _processedTextF  = "";     {         _blockArray  = _x;         _blockNr = _forEachIndex;         _blockFormat = _formats select _blockNr;         _blockText   = "";         _blockTextF  = "";         _blockTextF_ = "";         {             _char = _x;             _blockText = _blockText + _char;             _blockTextF  = format[_blockFormat, _blockText + _invisCursor];             _blockTextF_ = format[_blockFormat, _blockText + "_"];             // Print the output at the center of the screen using safezone             [(_processedTextF + _blockTextF_), 0, _safeZoneY, 35, 0, 0, 90] spawn BIS_fnc_dynamicText;             playSoundUI ["a3\missions_f\data\sounds\click.wss", 0.25];             sleep 0.08;             [(_processedTextF + _blockTextF), 0, _safeZoneY, 35, 0, 0, 90] spawn BIS_fnc_dynamicText;             sleep 0.02;         } forEach _blockArray;         if (_blockNr + 1 < _blockCount) then         {             _cursorBlinks = 5;         }         else         {             _cursorBlinks = 15;         };         for "_i" from 1 to _cursorBlinks do         {             [_processedTextF + _blockTextF_, 0, _safeZoneY, 35, 0, 0, 90] spawn BIS_fnc_dynamicText;             sleep 0.08;             [_processedTextF + _blockTextF, 0, _safeZoneY, 35, 0, 0, 90] spawn BIS_fnc_dynamicText;             sleep 0.02;         };         // Store finished block         _processedTextF  = _processedTextF + _blockTextF;         // Do not clear the screen, to keep the text visible         //["", _safeZoneX, _safeZoneY, 35, 0, 0, 90] spawn BIS_fnc_dynamicText;     } forEach _blocks; }; // Example usage [     ["MISSION COMPLETE","<t align='center' shadow='1' size='2.0'>%1</t><br/>"] ] spawn BIS_endText; private _playerSide = side player; if (_playerSide == Winner) then {     // Display win message with typewriter effect     [         [WinMessage, "<t align='center' shadow='1' size='1.0'>%1</t><br/>"]     ] spawn BIS_endText;     playMusic ["LeadTrack01_F_Bootcamp", 132];     0 fadeMusic 2; } else {     // Display lose message with typewriter effect     [         [LoseMessage, "<t align='center' shadow='1' size='1.0'>%1</t><br/>"]     ] spawn BIS_endText;     playMusic "BackgroundTrack03_F_EPC";     0 fadeMusic 2; }; _start = diag_tickTime; [0, 1, true, false] call NUP_fnc_cinematicBorder; // Get the position of the NUP_endMissionCamera object private _cameraPos = getPos NUP_endMissionCamera; // Calculate starting and ending positions for the camera private _startPos = [     (_cameraPos select 0), // Same X position     (_cameraPos select 1), // Same Y position     (_cameraPos select 2) + 10 // 10 meters above ]; private _endPos = [     (_cameraPos select 0), // Same X position     (_cameraPos select 1), // Same Y position     (_cameraPos select 2) + 50 // 50 meters above (40 meters up during 30 seconds) ]; // Create the camera private _camera = "camera" camCreate _startPos; _camera cameraEffect ["internal", "back"]; _camera camSetTarget NUP_endMissionCamera; _camera camSetFOV 0.5; _camera camCommit 0; // Move the camera over 30 seconds _camera camSetPos _endPos; _camera camCommit 30; waitUntil { diag_tickTime - _start >= 25 };  5 fadeMusic 0;    // Wait until the camera has finished its trajectory waitUntil { camCommitted _camera }; // Terminate the camera effect and destroy the camera //_camera cameraEffect ["terminate", "back"]; //camDestroy _camera; // Force all players back to the lobby after the outro endMission "end";
      Edit: A separate script appears to not be necessary.

      By storing the above in a local variable in the actual endMission function, (_NUP_endSequence), I can then spawn that via remoteExec. So far, seems to work!

        "_NUP_endSequence" remoteExec ["spawn", 0]; // remoteExec to every player locally  
    • Updated to the workshop just now. V0.0.9 as above
    • They may see about trying that however I will mention that the current settings in their basic.cfg were recommended by the server provider (armahosts) from someone there who said they frequently run ~100 player operations.
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