BetterDeadThanZed 1006 Report post Posted February 16, 2016 Is there a way I can make it so the spawn markers aren't on the map? I'm setting my server up to use random spawns and would rather not have a bunch of green parachute markers littering the map. Share this post Link to post Share on other sites
red_ned 658 Report post Posted February 16, 2016 2 hours ago, BetterDeadThanZed said: Is there a way I can make it so the spawn markers aren't on the map? I'm setting my server up to use random spawns and would rather not have a bunch of green parachute markers littering the map. could be as easy as removing class Markers from start to finish in the mission.sqm i.e from "class Markers" down to "class Intro". If that doesn't work change to: class Markers { items=0; {}; }; may not even need the centre {}; Share this post Link to post Share on other sites
BetterDeadThanZed 1006 Report post Posted February 16, 2016 1 hour ago, red_ned said: could be as easy as removing class Markers from start to finish in the mission.sqm i.e from "class Markers" down to "class Intro". If that doesn't work change to: class Markers { items=0; {}; }; may not even need the centre {}; That would remove all of the spawn points then... Share this post Link to post Share on other sites
red_ned 658 Report post Posted February 16, 2016 they are markers and you said you have random spawn? Share this post Link to post Share on other sites
BetterDeadThanZed 1006 Report post Posted February 16, 2016 5 minutes ago, red_ned said: they are markers and you said you have random spawn? The way the random spawns work is it selects one of the spawn points from the markers section. How ever, I do not want all the green parachute marker to be displayed. Share this post Link to post Share on other sites
red_ned 658 Report post Posted February 16, 2016 9 minutes ago, BetterDeadThanZed said: The way the random spawns work is it selects one of the spawn points from the markers section. How ever, I do not want all the green parachute marker to be displayed. in that case its a client file: ExileClient_system_map_initialize.sqf Spoiler /** * ExileClient_system_map_initialize * * Exile Mod * exile.majormittens.co.uk * © 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/. */ ExileSpawnZoneMarkerPositions = []; ExileSpawnZoneMarkerPositionsAndSize = []; ExileTraderZoneMarkerPositions = []; ExileTraderZoneMarkerPositionsAndSize = []; { switch (getMarkerType _x) do { case "ExileSpawnZone": { ExileSpawnZoneMarkerPositions pushBack (getMarkerPos _x); ExileSpawnZoneMarkerPositionsAndSize pushBack [getMarkerPos _x, (getMarkerSize _x) select 0]; }; case "ExileTraderZone": { ExileTraderZoneMarkerPositions pushBack (getMarkerPos _x); ExileTraderZoneMarkerPositionsAndSize pushBack [getMarkerPos _x, (getMarkerSize _x) select 0]; }; }; } forEach allMapMarkers; I would presume removing Quote case "ExileSpawnZone": { ExileSpawnZoneMarkerPositions pushBack (getMarkerPos _x); ExileSpawnZoneMarkerPositionsAndSize pushBack [getMarkerPos _x, (getMarkerSize _x) select 0]; }; may work and use the client file call in config 1 Share this post Link to post Share on other sites
BetterDeadThanZed 1006 Report post Posted February 16, 2016 @red_ned That didn't work. I copied ExileClient_system_map_initialize.sqf into my mission pbo. I added this in the class CfgExileCustomCode under the other lines I have in that section: ExileClient_system_map_initialize = "custom\randomspawns\ExileClient_system_map_initialize.sqf"; I commented out case "ExileSpawnZone": in ExileClient_system_map_initialize.sqf but the markers are still there.: ExileSpawnZoneMarkerPositions = []; ExileSpawnZoneMarkerPositionsAndSize = []; ExileTraderZoneMarkerPositions = []; ExileTraderZoneMarkerPositionsAndSize = []; { switch (getMarkerType _x) do { /* case "ExileSpawnZone": { ExileSpawnZoneMarkerPositions pushBack (getMarkerPos _x); ExileSpawnZoneMarkerPositionsAndSize pushBack [getMarkerPos _x, (getMarkerSize _x) select 0]; }; */ case "ExileTraderZone": { ExileTraderZoneMarkerPositions pushBack (getMarkerPos _x); ExileTraderZoneMarkerPositionsAndSize pushBack [getMarkerPos _x, (getMarkerSize _x) select 0]; }; }; } forEach allMapMarkers; Share this post Link to post Share on other sites
kuplion 1785 Report post Posted February 20, 2016 (edited) Out of interest, how are you making it random only? I've been considering have two spawns (Sofia and Pyrgos) and Random (of all the actual defined spawn points), but I can't get my head around it. Edited February 20, 2016 by kuplion Share this post Link to post Share on other sites
BetterDeadThanZed 1006 Report post Posted February 20, 2016 5 hours ago, kuplion said: Out of interest, how are you making it random only? I've been considering have two spawns (Sofia and Pyrgos) and Random (of all the actual defined spawn points), but I can't get my head around it. So, can anyone help me remove the markers? Still haven't figured it out. 1 Share this post Link to post Share on other sites
Renegade2k6 88 Report post Posted February 20, 2016 (edited) The markers are defined in the config.bin class ExileSpawnZone { scope=0; name="Exile Spawn Zone"; icon="\A3\ui_f\data\map\VehicleIcons\iconparachute_ca.paa"; color[]={0.69999999,0.93000001,0,1}; size=16; shadow=1; markerClass="ExileSpawnZone"; }; Couldn't you create a new class i.e ExileSpawnZone1, clone the above, but remove the link to the image, then in your mission.sqm relabel the spawn zones to ExileSpawnZone1????? Not sure if it will work, you may have to override other files with the new class added, just a suggestion/idea, im sure someone will/can figure it out. Edited February 20, 2016 by Renegade2k6 Share this post Link to post Share on other sites