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Add Marker Flags #8696

Merged
merged 12 commits into from
May 10, 2022
Merged

Add Marker Flags #8696

merged 12 commits into from
May 10, 2022

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BrettMayson
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@BrettMayson BrettMayson commented Nov 23, 2021

When merged this pull request will:

  • Add marker flags

    • White
    • Black
    • Red
    • Green
    • Blue
    • Yellow
    • Orange
    • Purple
  • Easy for other mods to add flags without any code (in the sense they can just use this system with minimal config)

  • add documentation

image

@mharis001 mharis001 added the kind/feature Release Notes: **ADDED:** label Nov 23, 2021
@mharis001 mharis001 added this to the 3.14.2 milestone Nov 23, 2021
@mharis001
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Can this use a scripted approach with setObjectTextureGlobal instead of multiple objects?

@BrettMayson
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BrettMayson commented Nov 23, 2021

I don't believe that is possible while keeping the items available in 3den / Zeus, unless I am just unaware of one.

@severgun
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Easy for other mods to add flags without any code (in the sense they can just use this system with minimal config)

WIKI pages?

@Vdauphin
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May be you are aware but you could use the vanilla implementation to create the flag https://community.bistudio.com/wiki/setFlagTexture

private _flag = "FlagPole_F" createVehicle position player;
_flag setFlagTexture "\A3\Data_F\Flags\Flag_CSAT_CO.paa";

@jonpas
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jonpas commented Nov 23, 2021

It would be nice to have same placement mechanic as explosives. I started work on that a while ago for mine markers (model from ACE2 was ported here), but never finished it.

@BrettMayson
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May be you are aware but you could use the vanilla implementation to create the flag community.bistudio.com/wiki/setFlagTexture

I'm aware of that, but it doesn't help with the objects being in Zeus / 3den

It would be nice to have same placement mechanic as explosives.

Personally I disagree, I wanted it to be fast and simple. The placement position is consistent, and if you are using them to mark explosives you should still be avoiding a radius around them. they don't need to go right on the mine / ied.

@jonpas
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jonpas commented Nov 23, 2021

they don't need to go right on the mine / died.

No, they shouldn't. But you also have directional and smaller marker flags that would benefit from such a system.

@BrettMayson
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Direction would be a benefit

@PabstMirror
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addons/marker_flags/script_component.hpp Outdated Show resolved Hide resolved
addons/marker_flags/stringtable.xml Outdated Show resolved Hide resolved
addons/marker_flags/stringtable.xml Outdated Show resolved Hide resolved
addons/marker_flags/stringtable.xml Outdated Show resolved Hide resolved
addons/marker_flags/stringtable.xml Outdated Show resolved Hide resolved
addons/marker_flags/XEH_preInit.sqf Outdated Show resolved Hide resolved
addons/marker_flags/CfgVehicles.hpp Outdated Show resolved Hide resolved
addons/marker_flags/CfgVehicles.hpp Outdated Show resolved Hide resolved
addons/marker_flags/CfgEventHandlers.hpp Outdated Show resolved Hide resolved
addons/marker_flags/XEH_PREP.hpp Outdated Show resolved Hide resolved
@bux
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bux commented Jan 12, 2022

I'm aware of that, but it doesn't help with the objects being in Zeus / 3den

You could add an init function for each of the flags, to set the flag color.

class GVAR(Flag_ISAF): FlagCarrier {
    ...
    class EventHandlers {
        init = QUOTE((_this select 0) setFlagTexture QUOTE(QPATHTOF(data\flag_isaf.paa)));
    };
};

@BrettMayson
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I'm aware of that, but it doesn't help with the objects being in Zeus / 3den

You could add an init function for each of the flags, to set the flag color.

I still don't see what the advantage over the current implementation is though.

@BrettMayson
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Anything left on this?

@PabstMirror
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the inventory model is dlc tagged

20220307124324_1

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
@PabstMirror
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@BrettMayson - Ok if I push the preStart caching stuff?
any thoughts on the dlc item model?

@BrettMayson
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Yeah go for it, just been busy and/or on vacation and haven't got back to this yet

@BrettMayson
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As for the model, what's the deal with the p3d on jonpas' PR? Is it suitable instead? Or should we create a new marker flag model

@jonpas
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jonpas commented May 4, 2022

As for the model, what's the deal with the p3d on jonpas' PR? Is it suitable instead? Or should we create a new marker flag model

It's from ACE2 so it can be used. No clue if it's up to quality though, it's just a flag with a solid color texture.

Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
@PabstMirror PabstMirror merged commit 6851183 into acemod:master May 10, 2022
@BrettMayson BrettMayson deleted the marker_flags branch May 10, 2022 02:08
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8 participants