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Feature: area marker visibility by player side #342
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Feature: area marker visibility by player side #342
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I have a weird issue. The way I implemented this is by exchanging Works well, except for one thing:
From what I can see logging and looking into the profiler, neither the My suspicion: engine somehow re-broadcasts global marker when I touch it. Tentative conclusion: having a global marker and then running Will refactor to exclusively use local marker, see if that works better 😬 |
The |
ah right, had forgotten to push the fix to that. 😓 the locality problem I described existed regardless. I just refactored the whole thing to use local markers only, and tested with a buddy and it seems to work. 👍 things I still have to test :
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It happens because |
aaah. right. ok. - so are you okay with the "let's be safe and do local markers only" solution, or should I keep global markers and try and change the |
I think the simpler solution is probably better - if the global |
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Co-Authored-By: Ralfs Garkaklis <[email protected]>
Co-Authored-By: Ralfs Garkaklis <[email protected]>
Co-Authored-By: Ralfs Garkaklis <[email protected]>
Co-Authored-By: Ralfs Garkaklis <[email protected]>
Co-Authored-By: Ralfs Garkaklis <[email protected]>
Area marker documentation/images should be updated too. @mharis001 Should it be handled by this PR or not? |
Either works, we can do it later in another PR if that is easier. |
This should be changed to use #362's common sides control for the UI handling. Currently, the icons are white when hovered and change side instantly when clicked. |
Some things that need to be taken care of for this:
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As all alpha changes are done locally, JIP players would not get the updated values.
@@ -30,8 +30,17 @@ if (isServer) then { | |||
[QGVAR(deleteIcon), _marker] call CBA_fnc_globalEvent; | |||
}; | |||
}] call CBA_fnc_addEventHandler; | |||
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#define SIDES_ARRAY_HASH [[], [east, west, independent, civilian]] call CBA_fnc_hashCreate; |
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Use new 2.02 hash map
Add a new feature to the area marker configuration.
By default, new area markers will be visible to all players as before:
But markers can be made invisible to some or all sides, like here - marker is only visible to blufor and civilian players:
Test cases: