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Thread: Don't show enemy on map?

  1. #1

    Don't show enemy on map?

    Is there a way to be able to use your map, but have it so enemy do not appear on the map? For any skill level? It would be nice to be able to see players on same team on the map, as well as markers, but I would like it so the enemy do not appear on the map. Any help with this would be much appreciated.

  2. #2
    The server can be setup to allow that in it's configuration.

  3. #3
    No, not possible, at least not using extended map info, which is all or nothing. But extended info does simulate the knowledge your own squad have on the situation (but I only use it with AI due lack of communication skill), not everything else. There is Blue Force Tracking simulation used in some missions (using military markers) that is shared among groups, but this isn't something that is easily enabled by will (needs scripting).
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  4. #4
    Warrant Officer Demonized's Avatar
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    If you disable all markers on the server options or whtever, like CarlGustaffa mentioned.
    You can paste this into the initline of any playable unit, or run it via a script in a foreach command for all player units.
    it will create a marker with a dynamic name, and position it on the unit every 1 seconds until its dead, then its deleted.

    you can add a respawned eventhandler and run the same code on the respawned unit to start it again if needed, but then you would need OA i think, not sure..
    Spoiler:
    My scripts:
    Spoiler:

    what to do when posting any kind of code dammit!!

    Any new mission editor or scripter in Arma2 should have read Mr Murrays Editing Guide Deluxe at least once, it still applies for A2 even though it was made for Armed Assault.

  5. #5
    Gunnery Sergeant A-SUICIDAL's Avatar
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    Thanks, I will definitely try that. I actually have a marker that stays on the team leader all thru the mission using a simple loop script, but I thought it might be overkill to apply it to each player, plus I didn't know how to get it to show the actual player names. I am also using a revive script that marks players positions when they are incapacitated, and I kinda didn't want at those moments for incapacitated players to have 2 markers, unless I can make different color text and make sure the text overlaps accurately, then it would still kind of look like 1 marker, if that makes any sense.

    When you mentioned "adding a respawned eventhandler and run the same code on the respawned unit to start it again", I'm not sure how to do that exactly. I do know that the Marker that I have for the leader stays on him until he dies and then returns to his position when he respawns, but if the leader left the game, I would imagine that the marker would remain in the game where he last died before he left the game. That's why your script seems to make better sense and also sounds more helpful to have actual player name markers since my leader marker just says "Leader".

  6. #6
    Warrant Officer Demonized's Avatar
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    i did some more research into this, and came up with this:
    Spoiler:

    Note: the higlighted text will hide the marker when player is dead, and show the marker again when the player have respawned (he is alive), delete the whole highlighted area and the marker will stay visible on the dead bodu until player has respawned, then it will go to player.
    this could be useful for locating corpse of player etc...

    also i checked some of the commands and they are global, so i tweaked the snippet and added player name text on marker to be shown on map.

    Only tested on client(own pc) in multiplayer with respawn, but i asume it shall work for all in a dedi server setting.

    also should be JIP compatible since marker is deleted when player leaves the game and the snippet will be run on any eventual new players that join since its in init field of unit.

  7. #7
    Gunnery Sergeant A-SUICIDAL's Avatar
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    I have so much stuff in each players init already they're all about to pop, lol.

    You mentioned...
    "run it via a script in a foreach command for all player units".

    Can you show me how to do this? Sounds simple the way you explained it, but I don't know how to do it.

    ---------- Post added at 08:46 AM ---------- Previous post was at 08:43 AM ----------

    I was using this for just the leader, but now I want to add it to 13 other playables.

  8. #8
    Warrant Officer Demonized's Avatar
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    Untested but should work in theory, the how is:
    1: whenever a player joins a game, he runs the init.sqf for all playableUnits.
    2: if a marker with player name is not present(isNil), he willl create one, else do nothing.
    3: once he leaves game, marker is deleted and the the marker name is removed again(set to nil).


    place this in your init.sqf.
    Code:
    	_null = playableUnits execVM "trackPlayers.sqf";
    save this as trackPlayers.sqf and place in your mission folder.
    Code:
    	
    {
    	waitUntil {isPlayer _x};
    	if (_x != player) exitWith {};
    	_mName = format["player_%1_marker",_x];
    	_pName = format["%1",(name player)];
    	if (isNil (_mName)) then {
    		_marker = createMarker[_mName,[0,0]];
    		_mName setMarkerShape "ICON";
    		_mName setMarkerColor "ColorBlue";
    		_mName setMarkerType "DOT";
    		_mName setMarkerText _pName;
    		
    		while {!isNull player} do {
    			_mName setMarkerPos (getPos player);
    			sleep 1;
    			if (!alive player) then {
    				_mName setMarkerAlpha 0;
    				waitUntil {alive player};
    				_mName setMarkerAlpha 1;
    			};
    		};
    		deleteMarker _mName;
    		_mName = nil;
    	};
    } foreach _this;
    Last edited by Demonized; Jul 19 2011 at 14:54. Reason: corrected misplaced _this to _x

  9. #9
    Gunnery Sergeant A-SUICIDAL's Avatar
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    I'm not sure if I'm doing something wrong, it's not working for me yet.

  10. #10
    Warrant Officer Demonized's Avatar
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    there was a misplaced _this instead of a _x in the markernamepart.
    maybe that was the issue, previous post fixed.
    if not try this, small change same effects.

    Untested but should work in theory, the how is:
    1: whenever a player joins a game, he runs the init.sqf for all playableUnits.
    2: if a marker with player name is not present(isNil), he willl create one, else do nothing.
    3: once he leaves game, marker is deleted and the the marker name is removed again(set to nil).


    place this in your init.sqf.
    Code:
    _null = player execVM "trackPlayers.sqf";
    save this as trackPlayers.sqf and place in your mission folder.
    Code:
    	
    waitUntil {!isNull player};
    if (_this != player) exitWith {};
    _mName = format["player_%1_marker",_this];
    _pName = format["%1",(name player)];
    if (isNil (_mName)) then {
    	_marker = createMarker[_mName,[0,0]];
    	_mName setMarkerShape "ICON";
    	_mName setMarkerColor "ColorBlue";
    	_mName setMarkerType "DOT";
    	_mName setMarkerText _pName;
    	
    	while {!isNull player} do {
    		_mName setMarkerPos (getPos player);
    		sleep 1;
    		if (!alive player) then {
    			_mName setMarkerAlpha 0;
    			waitUntil {alive player};
    			_mName setMarkerAlpha 1;
    		};
    	};
    	deleteMarker _mName;
    	_mName = nil;
    };

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