OFPEC Forum

Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting General => Topic started by: Landdon on 28 Aug 2007, 05:37:20

Title: Hiding Map Markers
Post by: Landdon on 28 Aug 2007, 05:37:20
I am using Kronzky Minefield Script and I would like to hid one of the marker.  How does one hid a map maker in laymen terms?  And example would be much appreciated.  Thank you in advance.
Title: Re: Hiding Map Markers
Post by: Wolfrug on 28 Aug 2007, 09:18:25
Hey there Landdon!

Since it's a script by Kronzky, I'm almost positive he's included some way of hiding the markers in his script (much like the UPS), so I'm guessing for this particular script you just need to read the readme and see what it says. In fact, I suggest you do that, just to make sure you don't mess up the script.

Otherwise, the standard way of hiding a marker is by changing it to an "empty" marker:

Code: [Select]
"MarkerName" setMarkerType "EMPTY"
Alternatively, if the marker has already been "used up", you can simply delete it:

Code: [Select]
deleteMarker "MarkerName"
Hope that helps!

Wolfrug out.
Title: Re: Hiding Map Markers
Post by: Landdon on 29 Aug 2007, 05:20:32
Thanks Wolfrug, I go back and look again.  And that code really helps me out.
Title: Re: Hiding Map Markers
Post by: Carroll on 24 Dec 2007, 06:24:10
2 specific questions about markers;

1.) how do i hide a shade type marker thats 1000x900?

2.) how do i make that marker appear after a condition has been met?

*reason i am asking is because the Solid Marker Types are different to the Icon Marker Types are they not? 
Title: Re: Hiding Map Markers
Post by: LCD on 24 Dec 2007, 15:21:08
u cud just resize it :D

use da setmarkersize (http://www.ofpec.com/COMREF/index.php?action=list&game=All&letter=s#308) command

so wat u do is

"markername" setmarkersize [0,0]

and when u wanna resize it u just use da setmarkersize and set it back 2 da size it shud b :D

LCD OUT
Title: Re: Hiding Map Markers
Post by: Carroll on 24 Dec 2007, 19:10:41
Thanks LCD sounds like that should do the trick m8, will give it a go  :clap:
Title: Re: Hiding Map Markers
Post by: SnarlingWolf on 31 Mar 2008, 07:12:46
Hey there Landdon!

Since it's a script by Kronzky, I'm almost positive he's included some way of hiding the markers in his script (much like the UPS), so I'm guessing for this particular script you just need to read the readme and see what it says. In fact, I suggest you do that, just to make sure you don't mess up the script.

Otherwise, the standard way of hiding a marker is by changing it to an "empty" marker:

Code: [Select]
"MarkerName" setMarkerType "EMPTY"
Alternatively, if the marker has already been "used up", you can simply delete it:

Code: [Select]
deleteMarker "MarkerName"
Hope that helps!

Wolfrug out.

If you change to a empty marker can you still use as a respawn point?

Also I have another question I read some where on here but I can't find it again about having multiple fixed respawn points for each side how can I do that?
Title: Re: Hiding Map Markers
Post by: Mandoble on 31 Mar 2008, 09:39:41
Respawn marker doesnt care about its type, only about its name.
And yes, you can check always when a player dies and when that player is alive again (script checking that running in each client connected), and when the player is alive again, give him a dialog to select different placements, and then just move him there.
Title: Re: Hiding Map Markers
Post by: SnarlingWolf on 31 Mar 2008, 18:33:57
ok thanks