Wyqer

Disable blue Player Map Marker

13 posts in this topic

Hello Guys,

i want to disable the blue player map marker. Already set the server to Hardcore and overwrite the difficult settings to disble the crosshair and enable 3rd Person for hardcore. This works perfect, but the map marker won't disappear. So if one of you know how to disable it (and maybe not only the player marker, the group member markers could disappear, too) i would be very happy about it :).

 

My client_override for the difficulty setting:

Spoiler

class CfgDifficulties {
    /*extern*/ class Regular;
    /*extern*/ class Veteran;
    default = "ExileRegular";
    defaultEasy = "ExileRegular";
    defaultNormal = "ExileRegular";
    defaultHard = "ExileHardcore";

    class ExileRegular: Regular {
        BleedingRate = 0.000500;
        displayName = "Regular Exile";

        class Flags {
            armor[] = {0, 0};
            deathMessages[] = {0, 0};
            extendetInfoType[] = {0, 0};
            hud[] = {1, 0};
            hudGroupInfo[] = {0, 0};
            map[] = {0, 0};
            netStats[] = {0, 0};
            stanceIndicator[] = {0, 0};
            vonId[] = {1, 0};
            staminaBar[] = {0, 0};
            hudWp[] = {1, 0};
            3rdPersonView[] = {1, 0};
            autoAim[] = {0, 0};
            autoGuideAT[] = {1, 0};
            autoSpot[] = {0, 0};
            autoTrimEnabled[] = {0, 0};
            cameraShake[] = {1, 0};
            clockIndicator[] = {0, 0};
            enemyTag[] = {0, 0};
            friendlyTag[] = {0, 0};
            hudPerm[] = {0, 0};
            hudWpPerm[] = {0, 0};
            mineTag[] = {0, 0};
            roughLanding[] = {0, 0};
            stressDamageEnabled[] = {0, 0};
            unlimitedSaves[] = {0, 0};
            weaponCursor[] = {1, 0};
            windEnabled[] = {1, 0};
        };
    };

    class ExileHardcore: Veteran {
        BleedingRate = 0.005000;
        displayName = "Hardcore Exile";

        class Flags {
            armor[] = {0, 0};
            deathMessages[] = {0, 0};
            extendetInfoType[] = {0, 0};
            hud[] = {1, 0};
            hudGroupInfo[] = {0, 0};
            map[] = {0, 0};
            netStats[] = {0, 0};
            stanceIndicator[] = {0, 0};
            vonId[] = {1, 0};
            staminaBar[] = {0, 0};
            hudWp[] = {0, 0};
            3rdPersonView[] = {1, 0};
            autoAim[] = {0, 0};
            autoGuideAT[] = {1, 0};
            autoSpot[] = {0, 0};
            autoTrimEnabled[] = {0, 0};
            cameraShake[] = {1, 0};
            clockIndicator[] = {0, 0};
            enemyTag[] = {0, 0};
            friendlyTag[] = {0, 0};
            hudPerm[] = {0, 0};
            hudWpPerm[] = {0, 0};
            mineTag[] = {0, 0};
            roughLanding[] = {0, 0};
            stressDamageEnabled[] = {0, 0};
            unlimitedSaves[] = {0, 0};
            weaponCursor[] = {0, 0};
            windEnabled[] = {1, 0};
        };
    };
};

 

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Please, someone post a detailed post on how to remove the player marker! I searched but I can only find posts that give information in a manner that indicates we should already know this... in 0.9.34, there was no marker for the player. My server.cfg is set to ExileRegular but there was no marker there before.

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You could try doing a mission file override of ExileClient_gui_map_event_onDraw.sqf just comment out the part you don't want. I haven't tested this though :)

/**
 * ExileClient_gui_map_event_onDraw
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_marker"];
{
	deleteMarkerLocal _x;
}
/*
forEach ExileClientPartyMapMarkers;
{
	_marker = createMarkerLocal [format ["ExilePartyMarker%1", _forEachIndex], getPosVisual _x];
	_marker setMarkerShapeLocal "ICON";
	_marker setMarkerTypeLocal "ExilePlayer";
	_marker setMarkerDirLocal (getDirVisual _x);
	_marker setMarkerAlphaLocal 0.75;
	if (_x isEqualTo player) then 
	{
		_marker setMarkerColorLocal "ColorBlue";
	}
	else 
	{
		_marker setMarkerColorLocal "ColorGreen";
		_marker setMarkerTextLocal (name _x);
	};
	ExileClientPartyMapMarkers pushBack _marker;
}
forEach units (group player);
*/

 

Edited by second_coming
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Hey second_coming,

 

i've tried exactly this before i opened the thread here. Found the same code part and tried to override it like the difficult settings. But it didn't work. Or i missed a thing about it. I've overwritten the call of this function, so that it wouldn't be called. But that didn't work.

Edit:

Tried it with this to avoid calling the draw marker function, but as i said it didn't worked:

Spoiler

/*extern*/ class RscMapControl;

class RscDisplayMainMap {

    class controlsBackground {

        class CA_Map: RscMapControl {
            onDraw = "";
        };
    };
};

 

Edited by Wyqer

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Just tested what I posted and it works fine.

create a folder called fixes in your mission file, place the edited ExileClient_gui_map_event_onDraw.sqf in that folder and edit the config.cpp in your mission file to add:

 

class CfgExileCustomCode 
{	
	ExileClient_gui_map_event_onDraw = "fixes\ExileClient_gui_map_event_onDraw.sqf";
};

 

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Why isn't this a setting that can just be enabled/disabled in the server config and why did they change it from default off to default on? Ugh.

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You're right, it works great that way. How could i forget about the CfgExileCustomCode in the mission? -.-

Tried to override it like the difficult with a serverside pbo.

I've just commented out the marker creation in the sqf, like you already suggested, and it works good.

Thank you very much for the hint, second_coming.

 

But i would also appreciate the option per server cfg to disable or enable these markers without fix per mission file, like BetterDeadThanZed said.

 

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The above mentioned file, were is it located? 

2nd follow up question, is it possible to disable the "skull" once a person gets killed and respawn?

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Yes you can easily.....

in your mission file -> config.cpp search for class CfgExileCustomCode

Edit is like that:

class CfgExileCustomCode 
{
	ExileClient_object_player_event_onKilled = "fixes\ExileClient_object_player_event_onKilled.sqf";
};

If you have already custom code in there, just add the line.

then create a folder named fixes in your mission file and there you create the ExileClient_object_player_event_onKilled.sqf

Open this File and insert the following:

/**
 * ExileClient_object_player_event_onKilled
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
closeDialog 0;
ExileClientLastDiedPlayerObject = player;
ExileClientIsAutoRunning = false;
if !((vehicle player) isEqualTo player) then
{
	unassignVehicle player; 
	player action ["GetOut", vehicle player]; 
	player action ["Eject", vehicle player];
};
setGroupIconsVisible [false, false];
false call ExileClient_gui_hud_toggle;
[] call ExileClient_object_player_event_unhook;
if !(ExileClientLastDeathMarker isEqualTo "") then 
{
	deleteMarkerLocal ExileClientLastDeathMarker;
};
/*ExileClientLastDeathMarker = createMarkerLocal [format ["Death%1", time], getPos player];
ExileClientLastDeathMarker setMarkerShapeLocal "ICON";
ExileClientLastDeathMarker setMarkerTypeLocal "KIA";
ExileClientLastDeathMarker setMarkerColorLocal "ColorRed";
ExileClientLastDeathMarker setMarkerAlphaLocal 0.5;*/
if (ExileClientIsInBush) then 
{
	call ExileClient_object_bush_detach;
};
if !(ExileClientBreakFreeActionHandle isEqualTo -1) then 
{
	player removeAction ExileClientBreakFreeActionHandle;
	ExileClientBreakFreeActionHandle = -1;
};
ExileClientIsHandcuffed = false;
ExileClientHostageTaker = objNull;

Repack the mission file and now the red skull corpse marker won't  be created if you die.

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