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There's no good workaround for this: * creating a dummy unit on [0,0,0] and making it leader prevents grp members from entering vehicles * joining group of a different side prevents grp members from seeing blueforce tracking markers of their original side Usage (_obj can be group or unit, depending on BFT_ShowPlayerNames): _obj setVariable ["ACE_map_hideBlueForceMarker", true]; The inverse, hiding of markers of other groups/units for a particular player, can be already done by 'ace_map_BFT_Enabled = false' locally, as the Update function checks for it every time. Signed-off-by: freghar <freghcz@gmail.com> |
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fnc_blueForceTrackingModule.sqf | ||
fnc_blueForceTrackingUpdate.sqf | ||
fnc_compileFlashlightMenu.sqf | ||
fnc_determineMapLight.sqf | ||
fnc_determineZoom.sqf | ||
fnc_flashlightGlow.sqf | ||
fnc_getUnitFlashlights.sqf | ||
fnc_moduleMap.sqf | ||
fnc_onDrawMap.sqf | ||
fnc_simulateMapLight.sqf | ||
fnc_switchFlashlight.sqf | ||
fnc_updateMapEffects.sqf | ||
script_component.hpp |