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Author Topic: ?Markers?  (Read 434 times)

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VipNatePimp

  • Guest
?Markers?
« on: 22 Aug 2003, 17:33:34 »
How do u make markers appear in a game, like an objective. Like having your mission plan updated and showing new markers that were not there. Kinda like "1" objstat "hidden", and then on the tirgger... "1"objstat "active".

Can you do this with markers too? "marker1" markerstat "hidden" and then in a trigger "marker1" markerstat "active.

Thanks

Offline KTottE

  • Former Staff
  • ****
Re:?Markers?
« Reply #1 on: 22 Aug 2003, 17:37:12 »
"markername" setMarkerType "empty" will hide the marker.

"markername" setMarkerType "type" will turn it into a visible marker. Types are "warning", "destroy","objective" etc. You can place markers and look in the mission.sqm to find out the exact type to use.
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

VipNatePimp

  • Guest
Re:?Markers?
« Reply #2 on: 22 Aug 2003, 17:53:09 »
ok, but do i put "markername" setMarkerType "empty" in the init.sqs file?

thanks

Offline KTottE

  • Former Staff
  • ****
Re:?Markers?
« Reply #3 on: 22 Aug 2003, 17:54:28 »
If you want it to start empty/hidden, you can select the type "empty" when you place it in the editor, and then switch it over at an appropriate time.
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

VipNatePimp

  • Guest
Re:?Markers?
« Reply #4 on: 22 Aug 2003, 18:01:39 »
 :oOOOO ok i see now, then when u want it to switch you w/e you want, ok thanks alot