[?] Is it possible to hide friendlies on the map on a layer?

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Pvt.LHeureux
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[?] Is it possible to hide friendlies on the map on a layer?

Post by Pvt.LHeureux »

Hey I had an idea for a layer of the map I'm making

What I want to do is create a night layer on my map (not the same as the original PN map) with paratroopers, but to increase realism I don't want any of the 2 teams to be able to see their team on the map. So we would actually see people regrouping and assaulting positions together, use local mumble to find people and stay heavily around the medics. Also I would make rally points non useable for this special U.S. and German "faction".

All of this coupled with the fact that the jumps are messy, the night, the low view distance, the tons of bushes and ditches on my map, a common mumble channel for both team so they would need to be very carefull not to be heard by enemies AND without VOIP and squad mumble channels would be freaking awesome for an event no? :grin:

So simple question : Is it possible to hide friendly units on the minimap on a single map layer (the other being "standard")? The same that appears in PR when you are heavily wounded.

Thank you :smile:
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CTRifle
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by CTRifle »

Im pretty sure you can just open up the HUD files or where ever they are (the icon that shows people) and make that blank and save it there so it doesnt show up ingame. I dont know about a new layer but my idea here might work
Rhino
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Rhino »

CTRifle wrote:Im pretty sure you can just open up the HUD files or where ever they are (the icon that shows people) and make that blank and save it there so it doesnt show up ingame. I dont know about a new layer but my idea here might work
Possible to do that for the mod, but not possible to do it as part of the map (unless the icon isn't part of the mod), and don't see how you could do it as part of a map layer.
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Pvt.LHeureux
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Pvt.LHeureux »

What do you mean "unless the icon isn't a part of the mod"? Would their be some kind of way to make it work?
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Arnoldio
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Arnoldio »

The icon texture is part of the mod not part of the map. If you remove it from the mod, it wont be visible on any map in PR.

Maybe there is a workaround by editing the "class" of the player, like SL has a different icon than normal grunt. Making a third class with would be named "invisible" or something, and asigning a blank transparent texture to it. Then assign that texture to all vehicles and troops. Just brainstorming, have no idea if possible.
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CTRifle
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by CTRifle »

Well wouldnt it work if you keep the name of the File but alter what it looks like? Or would you need a mod for that to work?
AncientMan
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by AncientMan »

Maps can't override mod loaded content. Soldiers and vehicles on the minimap use a mod loaded texture, which is located in the hud atlas (also mod loaded). The soldier icon is common across all soldiers, with the file name hardcoded. Vehicles use vehicle defined textures, but you wouldn't be able to change them without changing all vehicles on your map. Neither can be overridden by a map, as mod files are loaded first, then map files (files must be loaded first to override).

TLDR; Not possible (in the current version anyway ;) ).
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Pvt.LHeureux
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Pvt.LHeureux »

Damn. Well I guess the event would still be cool even with friendlies showing on the map.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Doc.Pock
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Doc.Pock »

if u do an event just show ppl how to remove the files and edit PB settings to only allow the no icons files. :D
CTRifle
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by CTRifle »

Yea like thatll fly with everyone ;) and I see thx ancient
Devilman
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Devilman »

[R-DEV]AncientMan wrote:Maps can't override mod loaded content. Soldiers and vehicles on the minimap use a mod loaded texture, which is located in the hud atlas (also mod loaded).
Maps can override mod loaded content,by using a temp file in the map
Or you clone and rename the item,making it the only instance of that name,and include it in the map,

You can also make your changes to the Atlas,give it a new texture suffix,add that texture suffix to the maps init file,and it will load before the mods Atlas
Last edited by Devilman on 2012-04-04 13:30, edited 1 time in total.
Pvt.LHeureux
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Pvt.LHeureux »

Devilman wrote:Maps can override mod loaded content,by using a temp file in the map
Or you clone and rename the item,making it the only instance of that name,and include it in the map,

You can also make your changes to the Atlas,give it a new texture suffix,add that texture suffix to the maps init file,and it will load before the mods Atlas
I wanted to see you here :p
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Devilman
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Devilman »

Pvt.LHeureux wrote:I wanted to see you here :p
And ?? :? ??:
Rhino
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Rhino »

Devilman wrote:Maps can override mod loaded content,by using a temp file in the map
explain?
Devilman wrote:Or you clone and rename the item,making it the only instance of that name,and include it in the map,

You can also make your changes to the Atlas,give it a new texture suffix,add that texture suffix to the maps init file,and it will load before the mods Atlas
Both of thous is not overwriting the content in the mod, its just getting around it, although nice idea on the suffix for the atlas but you wouldn't be able to add anything new since you can't edit the .tai etc files.
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Devilman
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Devilman »

[R-DEV]Rhino wrote:explain?



Both of thous is not overwriting the content in the mod, its just getting around it, although nice idea on the suffix for the atlas but you wouldn't be able to add anything new since you can't edit the .tai etc files.
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lucky.BOY
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by lucky.BOY »

Care to elaborate? :roll:
Pvt.LHeureux
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Pvt.LHeureux »

lucky.BOY wrote:Care to elaborate? :roll:
Normal Devilman's behaviour :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Devilman
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Re: [?] Is it possible to hide friendlies on the map on a layer?

Post by Devilman »

[R-DEV]Rhino wrote:
Both of thous is not overwriting the content in the mod, its just getting around it, although nice idea on the suffix for the atlas but you wouldn't be able to add anything new since you can't edit the .tai etc files.
We are talking about "overriding",not "overwriting"
2 different words,with 2 different meanings
Even though they do sound similar
A bit like,oh, say thous and those
hardcore_pig
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Re: Is it possible to hide friendlies on the map on a layer?

Post by hardcore_pig »

Is there a difference between HUD and weapons when it comes to loading?

I know it's pretty easy to edit a weapon in the gamemode file.
So I guess that it should be possible to do the same with HUD, unless HUD is loading before the map and then creates some kind of problem that way.

I wrote this in sp2 -> 32 on a map in my mod.

Code: Select all

ObjectTemplate.create GenericProjectile M4scopeProjectile
ObjectTemplate.addTemplate e_tracer_g
ObjectTemplate.timeToLive CRD_NONE/2.7/0/0
ObjectTemplate.material 38
ObjectTemplate.tracerScaler 30
ObjectTemplate.maxTracerScaler 30
ObjectTemplate.minTracerScaler 1
ObjectTemplate.tracerSizeModifier 0.9
ObjectTemplate.tracerTemplate p_tracer_g
ObjectTemplate.tracerInterval 1
I haven't tested it in multiplayer, but it works in singelplayer.
BloodyDeed
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Post by BloodyDeed »

The HUD gets created before the mapload, so this won't work.
At least not without some workarounds.

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