Autor: Chimps47
1. Geht in eure Funktion.hpp und schreibt folgendes rein:
2. Geht in eure description.ext und sucht nach:#include config_spyglass.hpp schreibt darunter das:
3. Macht eine neue hpp Datei namens mapMarkers und schreibt das rein:
WICHTIG!!!!! Ihr müsst die Map Marker namen ändern sonst wird es nicht gehen !!!!!
Code
/*
File: mapAreas.hpp
Author: Chimps47
{
"FilterName",
{MARKER,MARKER,MARKER}
}
THE EXCLUDE IS FOR THE MARKERS YOU WISH TO SHOW NO MATTER WHAT - DOESNT MATTER WHAT THEY FILTER IT WILL ALWAYS SHOW (ALSO BE AWARE THAT CERTAIN MARKERS CANNOT BE FILTERED)
*/
class mapAreas
{
exclude[] = {
"Police_Zone_1","safezonekavala1","safezonekavala4_1","safezonekavala3","safezonekavala4","Police_Zone_2","safezonekavala3_1","The Redzone","The Redzone_1","Donator","Altis Bridge","turtle_1_name","turtle_1_name_1","turtle_1_name_2","hunting_marker","Police_Zone_2_1","Donator1"
};
filters[] = {
{
"Police Zones",
{
"MARKER NAME HERE?",
"MARKER NAME HERE?"
}
},
{
"Hospitals",
{
"MARKER NAME HERE?",
"MARKER NAME HERE?",
"MARKER NAME HERE?"
}
},
{
"Vehicles",
{
"MARKER NAME HERE?",
"MARKER NAME HERE?",
"MARKER NAME HERE?",
"MARKER NAME HERE?",
"MARKER NAME HERE?",
"boat_2_1"
}
},
{
"Legal Fields",
{
"apple_1",
"apple_2",
"apple_3",
"apple_4",
"peaches_1",
"peaches_2",
"peaches_3",
"peaches_4"
}
},
{
"Legal Mines",
{
"lead_1",
"iron_1",
"salt_1",
"sand_1",
"diamond_1",
"oil_1",
"oil_2",
"rock_1",
"oil_rig_1",
"oil_rig_2"
}
},
{
"Legal Processors",
{
"dimond_1_1",
"OilP",
"copper_mine_1",
"iron_processing",
"OilP_1",
"rock_proc",
"Salt"
}
},
{
"Legal Traders",
{
"oil_trader_3",
"oil_trader_4",
"oil_trader",
"oil_trader_3_1",
"oil_trader_2",
"oil_trader_1"
}
},
{
"Illegal Fields",
{
"turtle_1_name_1",
"turtle_2",
"turtle_1_name_2",
"turtle_3",
"turtle_1",
"turtle_1_name",
"cocaine_1_1",
"cocaine_1",
"cocaine_1_1_1",
"meth_1",
"weed_1",
"weed_1_1",
"heroin_1_1",
"heroin_1",
"weed_2",
"weed_2_12",
"heroin_2",
"heroin2",
"cocaine_2_2",
"cocaine_2",
"cocaine_1_1_1_1",
"meth_2"
}
},
{
"Illegal Processors",
{
"heroin_p",
"cocaine processing_2",
"cocaine processing",
"Weed_p_1_1",
"cocaine processing_1",
"Weed_p_1",
"cocaine processing_2_1"
}
},
{
"Dealers",
{
"Dealer_1",
"Dealer_1_3",
"turle_dealer_2",
"turle_dealer",
"turle_dealer_1",
}
},
{
"Gun Stores",
{
"gun_store_1",
"gun_store_1_3",
"gun_store_1_1",
"dsad"
}
},
{
"Rebel Activities",
{
"capture_0_text",
"capture_1_text",
"capture_2_text",
"airshop_2",
"Gladiator",
"chop_shop_3",
"chop_shop_2_1",
"chop_shop_4",
"chop_shop_2"
}
},
{
"Service Stations",
{
"paint_1_3",
"paint_1_2",
"paint_1",
"paint_1_1_1",
"paint_1_1",
"paint_1_5",
"paint_1_6",
"paint_1_6_1",
"paint_1_8",
"paint_1_7",
"paint_1_1_2",
"air_serv_1"
}
},
{
"Paint Shops",
{
"pmr_1_1_2",
"pmr_1_1_2_1",
"pmr_1",
"pmr_1_1",
"pmr_1_1_1"
}
},
{
"Shops",
{
"fish_market_1",
"Gen_3_1",
"Gen_3",
"Gen_3_2",
"coffe shop kavala",
"Gen",
"Gen_3_3",
"Gen_3_1_1",
"Gen_3_1_1_3_1",
"Gen_2_2",
"Gen_4",
"coffe shop kavala_1_1",
"coffe shop kavala_1",
"Gen_3_1_1_2",
"Gen_3_4",
"Gen_2_1",
"Gen_3_1_1_1",
"Market",
"license_shop",
"license_shop_2_1_1",
"license_shop_2",
"Gen_3_4_1"
}
},
{
"Misc",
{
"Gen_5_1",
"skydiving_2",
"gold_bar_dealer",
"7News_1",
"maxi",
"pista_kart",
"pra",
"Gen_3_1_3",
"Gen_3_1_3_2",
"Gen_3_1_3_1_1",
"Gen_3_1_3_1",
"bounty_hq1",
"bounty_hq"
}
},
{
"DP Missions",
{
"dp_missions",
"dp_1_1",
"dp_1_2",
"dp_1_3",
"dp_1_4",
"dp_1_5",
"dp_1_6",
"dp_1_7",
"dp_1_8",
"dp_1_9",
"dp_1_10",
"dp_1_11",
"dp_1_12",
"dp_1_13",
"dp_1_14",
"dp_1_15",
"dp_1_16",
"dp_1_17",
"dp_1_18",
"dp_1_19",
"dp_1_20",
"dp_1_21",
"dp_1_18_1",
"dp_1_18_2",
"dp_1_14_1"
}
}
};
};
Alles anzeigen
legt die hpp in euer Missons Verzeichnis.
4. Macht eine neue hpp namensmap schreibt folgendes rein:
Code
//Edit by AmaZiinG
class CHIMPmap {
idd = 38500;
name = "CHIMPmap";
movingenable = false;
enablesimulation = true;
onunload = "[] spawn {{if(markerType _x != ""Empty"") then {_x setMarkerAlphaLocal 1;};} forEach allMapMarkers;};";
class controlsBackground
{
class Map : Life_RscMapControl
{
idc = 1200;
x = 0.134375 * safezoneW + safezoneX;
y = 0.107177974434612 * safezoneH + safezoneY;
w = 0.740625 * safezoneW;
h = 0.822025565388397 * safezoneH;
};
};
class controls
{
class FilterList : Life_RscListNBox
{
idc = 1500;
x = 0; * safezoneW + safezoneX;
y = 0.107177974434612 * safezoneH + safezoneY;
w = 0.134895833333333 * safezoneW;
h = 0.822025565388397 * safezoneH;
onlbselchanged = "[] spawn life_fnc_mapMarkers;";
sizeex = 0.8;
font = ;
};
class FilterText : Life_RscText
{
idc = 1001;
text = "Map Marker";
y = 0.0749331366764995 * safezoneH + safezoneY;
w = 0.134895833333333 * safezoneW;
h = 0.033 * safezoneH;
colorbackground[] = {0,0.8,0.9,1};
};
class MapView : Life_RscText
{
x = 0.134375 * safezoneW + safezoneX;
y = 0.0749331366764995 * safezoneH + safezoneY;
h = 0.033 * safezoneH;
w = 0.740625 * safezoneW;
text = "Edit AmaZiinG";
colorbackground[] = {0,0,0.803921568627451,1};
idc = 1000;
};
};
};
Alles anzeigen
5. Geht in eure fn_keyHandler.sqf und schreibt ganz unten folgendes rein:
Code
case _mapKey: {
[] spawn life_fnc_openMap;
_handled = true;
//switch (playerSide) do {
//case west: {if(!visibleMap) then {[] spawn AGUK_fnc_copMarkers;}};
//case independent: {if(!visibleMap) then {[] spawn AGUK_fnc_medicMarkers;}};
//};
};
6. Ladet euch den Map Filter.zip herunter und fügt es ein den core Ordner ein.
Fertig !