武装突袭3

武装突袭3

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Bagigi's Restrict Markers
   
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Data Type: Mod
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2024 年 5 月 12 日 上午 9:06
1 月 4 日 上午 9:47
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Bagigi's Restrict Markers

描述
Bagigi's Restrict Markers

This is a fork and major rework of the Restrict Markers mod by JibStyle, by the Bagigi Arma 3 Community[units.arma3.com].

It is available on GitHub[github.com], changes from the original mod are in the "bagigi" branch[github.com].

Features:

The main goal of the original mod, as well as this Fork's improvements, is to make the Arma 3 Map more realistic by preventing "magic" sharing of markers across long distances.
Instead, markers are only placed on the creator's map and those of nearby players. They can later be re-shared with other players via ACE Interactions.

These limitations lead to more realistic gameplay and radio use, as communications referencing a "marked position" are only useful if those markers were shared among units previously, requiring better planning and definition of Waypoints, Reference Points and Landing Zones, or simply communicating positions by coordinates, instead of being able to rely on instantly shared markers and Squad "Actuals".

Other features include:
  • CBA Settings that allow tweaking of maximum share distances and more;
  • ACE Map Self-Interactions or Interactions on players can be used to re-share your markers with nearby units;
  • ACE Interactions on Players to copy their markers without consent, can be disabled for foreign factions via a CBA Setting;
  • ACE Map Self-Interaction to toggle "automatic marker sharing", for when you only want to draw on your own map and not let anyone copy from it (as long as you are not unconscious or handcuffed);

Compatibility with other mods:

The mod does NOT restrict the markers created by scripts or the Zeus interface.
IF scripts use the _USER_DEFINED #<PlayerID>/<MarkerID>/<ChannelID>[community.bistudio.com] naming system for their markers (in order to keep them player-editable), they will still be restricted by this mod.
To prevent this, simply add a suffix to the name of the marker you are creating, like "_USER_DEFINED #<PlayerID>/<MarkerID>/<ChannelID> MyScript".

BFT mods such as cTab are also untouched, making their availability more important for quick tactical coordination.

A Dedicated Server will receive any marker that is created, any movement or the deletion of said marker will only be propagated to the server if made/received by the original creator.
This makes the mod compatible with "marker to missionProfile"-saving frameworks, like those of the Hearts&Minds mission[github.com].

As for OCAP2[github.com] recordings by the server, at the moment there is an issue where any marker is duplicated on the recording for every player who receives it. A fix has already been proposed[github.com], you can check it out and build an updated "recorder.pbo" to use on your server.

Planned improvements:

  • Editor Object Attributes, CBA Settings and/or script variables that determine whether specific players/roles can send/receive markers without restrictions;
  • Simulate "DataLink" of vehicles or players (with certain items) that allows them to share markers more freely;
9 条留言
[СА] Graf_Maximus 9 月 2 日 上午 7:31 
Copy, thanks for the info, I ll do my tests
RUSHER0600  [作者] 9 月 2 日 上午 12:06 
Unfortunately the way Arma scripting allows you to determine in which stage you are is finicky, as after clicking "ok" you already count as "in game".
Most of the time it should work as intended, meaning that during the briefing phase marker sharing is not restricted, but I wouldn't trust it too much.
[СА] Graf_Maximus 9 月 1 日 下午 6:57 
does this mod effect only markers during the gaming stage or it effects also the briefing stage?
RUSHER0600  [作者] 5 月 4 日 上午 3:24 
@Shadow please do make a PR for the translations as well, it's the best way to integrate them.
Dynamically turning restriction on/off was a feature originally, but I deprecated it due to it being superfluous and just making the UI less intuitive when disabling it.
Shadow 5 月 3 日 下午 8:45 
I hope to add a function to turn on/off map mark restriction in zeus module
RUSHER0600  [作者] 4 月 21 日 上午 4:46 
Feel free to make a Pull Request on the mod's GitHub repo.
Shadow 4 月 20 日 下午 11:54 
Bro, I've done the Chinese Simplified localization. Should I re-upload it or send it to you?
RUSHER0600  [作者] 2024 年 5 月 12 日 下午 3:42 
They are traceable in the "bagigi" branch on GitHub.
Basically a complete refactor to make the mod work client-side, with the addition of a framework to store one's own local markers in a HashMap and then send them to other players in the vicinity.
matheusgc02 2024 年 5 月 12 日 下午 2:41 
what are the changes present in this fork?