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This is what I used to work for me all the time:
respawnOnStart = 0;
zeusCompositionScriptLevel = 2;
disableChannels[] ={{0,true,true},{1,true,true},{2,true,true},{3,true,true}};
I have tried the enableChannels thing as well however I have had very little luck with that in any of the times that I have been trying so far.
I just also double downed the idea of porting it over to the more offical side of the MP missions so it pops up as white instead of green and still does not function.
I am now going to try your guys work arounds, since I am just confused at this point trying this method over and over to have nothing work.
DD_removeMarkerChannels = [0, 1, 2, 3, 4, 5];
addMissionEventHandler ["MarkerCreated", {
params ["_marker", "_channelNumber", "_owner", "_local"];
if(!_local && _owner != player && _channelNumber in DD_removeMarkerChannels) then {
deleteMarkerLocal _marker;
};
}];
If the issue persist, try the command that I mentioned. Keep in mind though that the command is local, so you have to "remoteExec" it to all players.
I also have to ask, how did you setup your way that used to work and now it does not?
The issue persist for me so far, as I may have forgotten to state that before my break my method of disabling channels worked just fine, however now it no longer wishs to work whatsoever.
And please let me know if this was the issue!
At this point I am just wondering if I am missing something or was something updated that change how to disableChannels.
Anyways best of luck!
bro literally read my question
As I just said, it's entirely up to channels, and I already answered your question of wanting a private one with as far as I know it's not possible. You'd have to write an alternative custom script to place markers and only share with X people or a script to catch every time a player places a marker and delete it on all other computers. You can make custom channels in ArmA 3, but only a certain number (I believe 10) and you have to manually assign players to them.
Neither of our mods try to make that more realistic, because we can't fundamentally change the core of how ArmA 3's systems work. Both of these mods just offer ways for players to transfer information from another player's map. How you get that information onto the map in the first place is up to the mission maker.
I know the channel-thing, but it's not possible to put markers in Direct Comms, and every other channel will kinda bring back that telekinesis-map-markings.
What we want is to put something on the map without everyone seeing it before looking at the specific map. Like, what's the point of the grid-system if you can just put down a marker that someone 16 km away can see regardless?
Isn't that what RR Immersive Maps and this mod tries to make more realistic?
We're having some general issues with RR Immersive Maps and this one. We cannot draw something on the map without everyone else being able to see it. We want it so that they have to look at our maps and copy them, before being able to see what we've put on them.
We've tried with all channels, even disabling some of them. But it doesn't work. Is there a way to fix this?
As for the name - you are correct. This is what I get for writing the description at midnight. Cheers and thank you!