ACE3/addons/map/functions
freghar 9fa247398f add BlueForceTracking filtering via an object variable (#4196)
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>
2016-08-16 19:28:21 -05:00
..
fnc_blueForceTrackingModule.sqf Added Show Player Names option to Blue Force Tracking Module 2016-02-25 07:57:32 -06:00
fnc_blueForceTrackingUpdate.sqf add BlueForceTracking filtering via an object variable (#4196) 2016-08-16 19:28:21 -05:00
fnc_compileFlashlightMenu.sqf Cleanup Function Headers titles 2016-06-18 11:50:41 +02:00
fnc_determineMapLight.sqf simlify some select CODE statements 2016-02-06 14:59:31 +01:00
fnc_determineZoom.sqf fix privates in Map module 2015-10-14 19:56:54 +02:00
fnc_flashlightGlow.sqf Cleanup Function Headers titles 2016-06-18 11:50:41 +02:00
fnc_getUnitFlashlights.sqf Cleanup Function Headers titles 2016-06-18 11:50:41 +02:00
fnc_moduleMap.sqf Set Default Channel at mission start 2015-09-29 11:36:30 -05:00
fnc_onDrawMap.sqf correct comment 2015-09-02 02:00:53 +02:00
fnc_simulateMapLight.sqf fix privates in Map module 2015-10-14 19:56:54 +02:00
fnc_switchFlashlight.sqf Use GVAR where applicable 2016-07-20 07:15:18 +03:00
fnc_updateMapEffects.sqf replace timePFH with CBA_missionTime 2016-03-02 11:01:39 +01:00
script_component.hpp Progress on Map 2015-01-15 03:51:18 -06:00