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Set negative draw priority for Building Markers #733
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Set negative draw priority for Building Markers #733
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Need to handle removing the JIP event if the marker is deleted.
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Should building markers be removable for other reasons than building deletion?
Do building markers remain global or should local changes be permitted?
If not, I imagine it's possible to replace the removed marker by detecting when a marker has been deleted with this EH:
If building markers should be removable, I guess the EH linked above still can be used, but it would be a bit more tricky: What if
deleteMarkerLocal
is used on building markers? Should the marker be replaced, so that you force people to usedeleteMarker
instead, or should the marker be editable on each client individually, as in permit different marker settings (existence, visibility, size, direction, etc)?There was a problem hiding this comment.
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nice one 3ea5c51
I don't think any mod can be so protective of its stuff.
What use case is there for building markers showing differently between clients?
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I agree that a mod shouldn't be that overprotective. As for the use case of building markers showing differently on clients, I don't really know, I'm not a mission maker. I was mostly thinking of how badly the marker system could/would break if you started messing with markers on a per client basis.
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Interestingly, CBA_fnc_removeGlobalEventJIP can be told to wait for the object (in this case the marker) to be deleted before actually proceeding with deleting the JIP order, so this should work, adding some inherent sleep by
spawn
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Very cool indeed. It would probably need to be
_object
not_marker
I think, looking at the params?There was a problem hiding this comment.
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Maybe, I dunno; just interpreted this line.
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2297b56