Just like suggested in this one of QCRulzz:
https://www.realitymod.com/forum/f18-pr-bf2-suggestions/50359-grid-marker-next-degrees.html
His suggestion is for every person to put it next to the degrees.
My suggestion is to use it only for vehicles. These drivers and pilots need to know more often where they are on the map and what grid and keypad exactly, for multiple purposes.
Unlike posted in QCRulzz's suggestion I think that this should be somehow possible. the game knows what position we have in the map (Mumble uses those positions).
What's your opinion on this one?
Vehicle Coordinates in HUD
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Rhino
- Retired PR Developer
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Re: Vehicle Coordinates in HUD
it is possibly possible but would require a sh*t load of coding to do it with huge workarounds and the big question other than it being possible is is it worth the effort when that time could be put into bigger things?
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mistryx
- Posts: 62
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Re: Vehicle Coordinates in HUD
It has a low priority, yes.
But I am not known with the complexity of this feature.
If you say so, then this would not be worth the effort.
But I am not known with the complexity of this feature.
If you say so, then this would not be worth the effort.

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rushn
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Re: Vehicle Coordinates in HUD
i would love this but if it takes a lot of coding then i guess i wont see it
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Psyrus
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Re: Vehicle Coordinates in HUD
Well it would be a reasonably simple venture if there was some way of knowing what the bounds of the map were (-1024 to 1024, -4096 to 4096), that way you could just calculate the positioning relative to the 64 grid squares using the abs vs rel x/y positioning.
But I'm guessing this is not possible
But I'm guessing this is not possible
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Rhino
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Re: Vehicle Coordinates in HUD
ye that's the basics, but the ingame HUD code can't read your coordinates your at afaik. So what you would have to do is get a 3rd party app (pr.exe or something) to read the memory of BF2, find the coordinates in that, then translate the coordinates into D3kp5 or w/e which would take some doing epically considering that different maps have different values and Skirmish layers are even worse where the grid is currently zoomed into a location on the map and then some how you would have to try and put that output value of the pr.exe or w/e back into the game and display it on the HUD which might be only possible with a mesh HUD which isn't a very easy way of doing it.Psyrus wrote:Well it would be a reasonably simple venture if there was some way of knowing what the bounds of the map were (-1024 to 1024, -4096 to 4096), that way you could just calculate the positioning relative to the 64 grid squares using the abs vs rel x/y positioning.
But I'm guessing this is not possible
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Rudd
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Re: Vehicle Coordinates in HUD
given that its really really easy to see where you are ingame, and usually teh coord thats important is where your attack or move marker is I don't see this giving any benefit
especially its not just your coord thats important its the position of friendlies etc on the map.
especially its not just your coord thats important its the position of friendlies etc on the map.
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Psyrus
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Re: Vehicle Coordinates in HUD
Thanks for explanation! I've never modded anything (let alone bf2) so it's interesting reading about the cans & can'ts of it.[R-DEV]Rhino wrote:ye that's the basics, but the ingame HUD code can't read your coordinates your at afaik. So what you would have to do is get a 3rd party app (pr.exe or something) to read the memory of BF2, find the coordinates in that, then translate the coordinates into D3kp5 or w/e which would take some doing epically considering that different maps have different values and Skirmish layers are even worse where the grid is currently zoomed into a location on the map and then some how you would have to try and put that output value of the pr.exe or w/e back into the game and display it on the HUD which might be only possible with a mesh HUD which isn't a very easy way of doing it.
Edit: I should point out that I think the suggestion is a little bit useless, since I've hardly ever been in a situation where it would help... Maybe if the 3d word markers were removed then this could be of use, but aside from that I don't really see the application. It only takes about 2 seconds to bring up, look at & close the map to ascertain one's position, even while in flight (if you make it semi-transparent). I can say that with certainty because I run transport helis reasonably often and use that very method each and every time.
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Sniperdog
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Re: Vehicle Coordinates in HUD
You can read the XYZ coordinates, in meters, of the object / terrain your active camera is pointed at using the following strings
hudBuilder.setTextNodeStringVariable TargetCoordXString
hudBuilder.setTextNodeStringVariable TargetCoordYString
hudBuilder.setTextNodeStringVariable TargetCoordZString
It might be possible to use that code along with python to show your vehicles current location in a hud.
hudBuilder.setTextNodeStringVariable TargetCoordXString
hudBuilder.setTextNodeStringVariable TargetCoordYString
hudBuilder.setTextNodeStringVariable TargetCoordZString
It might be possible to use that code along with python to show your vehicles current location in a hud.


Will Stahl aka "Merlin" in the Squad community


