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Yes i work in MP.
Yes Editor placed objects do appear.
To clear the table use this.
[YOUR_TABLE_VARIABLE] remoteExec ["sebs_briefing_table_fnc_clearTable", 0, YOUR_TABLE_VARIABLE];
just give the Table a VariableName and put that in the YOUR_TABLE_VARIABLE.
[this, "marker_0", 20, 1, true, true, 0] call sebs_briefing_table_fnc_createTable;
/\ put this line in side the Table INIT field.
Make a Marker called marker_0 and make it cover the area you want to show on table.
1 can u do setup videos?
2does thiswork in mp??
3do editor place opject apear?
4can tblae cheng mid mision??
[code]
[this, "mkr1", 28, 9, true, true, 0] call sebs_briefing_table_fnc_createTable;
[/code]
And it works just fine. I used a 500 x 500 marker to cover a certain area.
[this, "marker_0", 20, 1, true, true, 0] call sebs_briefing_table_fnc_createTable;
see this command ???
use it on the table
place any kind of table u want most efficient are the camping table
right click attributes
then u find the Object: init
and place the cript in the Init (NOT IN THE VARIABLE NAME)
then u spawn
rectangle area marker from the Markers menu for me it pop up when i open editor or press F6
the first one will be named marker_0
so u dont have to anything with this one
but if u want multiple mini models u have to change the script
[this, "marker_1", 20, 1, true, true, 0] call sebs_briefing_table_fnc_createTable;
and then create another rectangle marker with name marker_1
sorry for bad english but i hope it helps some of you
edit the file fn_createTable.sqf
look below line 119
SAMPLE of SCRIPT
https://ibb.co/LzgQ17G
SAMPLE IMAGE of applied script
https://imgbb.com/pnCgj2G
also will other players on the server need the mod installed to see the model?
file otw
seb, i tried to send this directly to you but not friends so couldnt message.... I have this working in my editor if you are interested.... thank you for a great mod
for "_selection" from 0 to 6 do {
_groundObject setObjectMaterial [_selection, "\a3\data_f\default.rvmat"];
//////////// Checks to see if surface is water or land, and plots generic blue color for water cubes ////////////////
if (surfaceiswater _worldPos) then
{
_groundObject setObjectTexture [_selection, "#(rgb,8,8,3)color(0.1,0.2,1,1)"];
}else{
_groundObject setObjectTexture [_selection, _texture];
};
};
Btw, I think you should skip the bushes but keep only big trees. It would be nice also to have a custom variable to add some vehicles into the table if needed
Thanks for this.
)