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Markers only showing for first person that connects..


cring0

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I moved my traders and added some things to the Napf map on my server. I tried to edit the Epoch_24/mission.sqm file where the original markers are kept, but it threw errors every time we tried loading server, no matter what I did. I'm guessing that if I could get the markers to work in that file, they would show for everyone who connected.

However, since I couldn't figure out how to get that file to keep from crashing, I just completely removed the sensors(trader zones) and markers and created a separate SQF file with only markers in it. I understand that everything in the init is run when the first person joins the server(the mission files start), which makes sense why the markers are only showing for the first person.

My question is, what should I do? Should I work on getting markers working in the original SQM file? Or is there an easy way to remedy this while the markers are in a separate SQF file? I was reading this and I'm not sure it would apply to the trader markers and such, they were focusing on mission markers, which I guess may be the same thing, but I'm thinking that may not be the way I should go about fixing the issue.

When I tried editing the first Epoch_24/mission.sqm file, I kept getting an error saying

"" encountered instead of "="
I don't know where it wanted a = though. I didn't change anything in that line other than the name of the trader and the number at the end, which I presumed it was the radius of the sensor area. I changed it from

expCond="(player distance Lenz) < 50;";
to

expCond="(player distance Homburg) < 200;";
http://img.photobucket.com/albums/v495/pyro_chaos/dayzerror_zpsdf69fc41.png

Here's the first thread I started about it:

I was told that "it should just work" so I don't know what I was doing wrong.

class Sensors
{
items=8;
class Item0
{
position[]={2893.2266,-69.514709,6221.8306};
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="Homburg";
expCond="(player distance Homburg) < 200;";
expActiv="[""Homburg Stronghold Supplies"",true,"enter"] spawn player_traderCity;";
expDesactiv="[""Homburg Stronghold Supplies"",true,"leave"] spawn player_traderCity;";
class Effects
{
};
};

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class Sensors
{
items=8;
class Item0
{
position[]={2893.2266,-69.514709,6221.8306};
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="Homburg";
expCond="(player distance Homburg) < 200;";
expActiv="[""Homburg Stronghold Supplies"",true,""enter""] spawn player_traderCity;";
expDesactiv="[""Homburg Stronghold Supplies"",true,""leave""] spawn player_traderCity;";
class Effects
{
};
};

try this

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This is so confusing.

Is the title of this thread about getting new markers on the map so everyone can see them?

That is what I want to do and I followed the same threads that cring0 did to find my way here, but it looks like this is still talking about getting a mission event marker up and not a permanent map marker up like the trader markers.

I need to mark a bandit outpost on the map. I also made a .sqf file that works, but just like cring0 said it only shows the markers to the first person that logs in to the map. 

 

So why edit the class sensor if you want the marker to stay for everyone, not just people near a position?

 

Edit:

I found the issue. When adding new marks you got to change the number of items in class markers from 22 to your new number. 

 

class Markers
{
items=25;
 

I should have know this.... Duh!

 

Anyway, if someone else is adding only markers just add them in the Class Markers area, not the Class Sensor area.

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what you want to do is edit the original mission.sqm file.

 

to add a new marker copy and paste a marker code, edit it to your liking, and update the total number of markers at the top of the list (items=)

 

to add more repeat.

 

to change existing markers just edit the name/color/marker etc.

 

my mission.sqm for an example:

 

class Markers


{
items=26;
class Item0
{
position[]={7839.6055,381.33774,8414.7324};
name="center";
type="Empty";
};
class Item1
{
position[]={-7245.377,365.98782,19535.367};
name="respawn_west";
type="Empty";
};
class Item2
{
position[]={4932,0,1989};
name="spawn0"; //spawn_balota
type="Empty";
};
class Item3
{
position[]={2236,0,1923};
name="spawn1"; //spawn_kamenka
type="Empty";
};
class Item4
{
position[]={8738,0,2122};
name="spawn2"; //spawn_cherno
type="Empty";
};
class Item5
{
position[]={10909,0,2422};
name="spawn3"; //spawn_elektro
type="Empty";
};
class Item6
{
position[]={13510,0,5249};
name="spawn4"; //spawn_sol
type="Empty";
};
class Item7
{
position[]={12048,0,8352};
name="spawn5"; //spawn_berezino
type="Empty";
};
class Item8
{
position[]={6326.4805,304.99265,7909.4888};
name="Tradercitystary";
text="Stary Black Market & Trader Outpost";
type="mil_circle";
colorName="ColorBlack";
};
class Item9
{
position[]={4361.4937,3,2259.9526};
name="wholesaleSouth";
text="Walmart Inc.";
type="mil_dot";
colorName="ColorBrown";
};
class Item10
{
position[]={13532.614,3.0083523,6355.9497};
name="wholesaleEast";
text="Costco Inc.";
type="mil_dot";
colorName="ColorBrown";
};
class Item11
{
position[]={7989.3354,0.30462033,2900.9946};
name="BoatDealerSouth";
text="Sea Doo Inc.";
type="mil_dot";
colorName="ColorBlue";
};
class Item12
{
position[]={12060.471,158.85699,12638.533};
name="AirVehicles";
text="The Boneyard";
type="mil_dot";
colorName="ColorBlack";
};
class Item13
{
position[]={1606.6443,289.70795,7803.5156};
name="BanditDen";
text="Cut-throat Corner.. Bandit Camp";
type="mil_dot";
colorName="ColorRed";
};
class Item14
{
position[]={11447.91,317.27109,11364.536};
name="Klen";
text="Klen Trader Outpost";
type="mil_circle";
colorName="ColorOrange";
};
class Item15
{
position[]={13441.16,1.1406164,5429.3013};
name="BoatDealerEast";
text="Jet Ski Inc.";
type="mil_dot";
colorName="ColorBlue";
};
class Item16
{
position[]={4064.2258,365.13501,11665.938};
name="TradercityBash";
text="Bash Trader Outpost";
type="mil_circle";
colorName="ColorOrange";
};
class Item17
{
position[]={12944.227,210.19823,12766.889};
name="HeroTrader";
text="The Last Home.. Hero Camp";
type="mil_dot";
colorName="ColorGreen";
};
class Item18
{
position[]={6759.25,12717.1,9375.8};
name="RitesRangeTXT";
text="Rite's Shooting Range";
type="mil_dot";
colorName="ColorPink";
a=0.1;
b=0.1;
};
class Item19
{
position[]={9700.1,12717.1,13500.02};
name="PobedaCity";
text="Terrorists' AI Stronghold";
type="mil_objective";
colorName="ColorRed";
a=2;
b=2;
};
class Item20
{
position[]={8600.1,12717.1,10100.02};
name="MassGrave1";
text="Infected Battlefield Ruins";
type="hd_warning";
colorName="ColorRed";
};
class Item21
{
position[]={10400.1,12717.1,9800.02};
name="MassGrave2";
text="Infected City Ruins";
type="hd_warning";
colorName="ColorRed";
};
class Item22
{
position[]={6529.25,12700.1,9379.8};
name="RitesRangeCH";
text="";
type="hd_destroy";
colorName="ColorBlack";
};
class Item23
{
position[]={1000.25,3.0637,2259.9526};
name="BoiiCity";
text="Boii";
type="mil_dot";
colorName="ColorBlack";
a=0.1;
b=0.1;
};
class Item24
{
position[]={600.25,3.0639,1850.9526};
name="BohemiaCity";
text="Bohemia";
type="mil_dot";
colorName="ColorBlack";
a=0.1;
b=0.1;
};
class Item25
{
position[]={13250,3.0638,4000.9526};
name="MoraviaCity";
text="Moravia";
type="mil_dot";
colorName="ColorBlack";
a=0.1;
b=0.1;
};
};

 

Notice I have updated the items= to the number of markers I have.  without this it will not work.

 

Also take note that I have an extra spawning point because I use a custom spawn selection mod.

 

Sensors is used for popup text when entering an area (for example "now entering trader city klen") and also for safe zones etc.  Sensors are not needed for markers and should be left the way it is.

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