I'd agree to have this sort of variable for skirmish/multiplayer mods to access as well, for the sake of spectator support.For campaign missions, we could add some sort of variable that's used to determine whether or not the minimap will be displayed independent from the presence of an HQ.
Always showing minimap
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NoQ
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Re: Always showing minimap
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Shadow Wolf TJC
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Re: Always showing minimap
So how does 1 variable per player sound instead? For participants in a multiplayer match, this would default to "OFF" so that they'd need an HQ to have their minimap active. For spectators, this would default to "ON" so that they could have a minimap at all times, even if they don't have an HQ (which they shouldn't anyways).NoQ wrote:I'd agree to have this sort of variable for skirmish/multiplayer mods to access as well, for the sake of spectator support.For campaign missions, we could add some sort of variable that's used to determine whether or not the minimap will be displayed independent from the presence of an HQ.
That reminds me,
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NoQ
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Re: Always showing minimap
Right 
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lav_coyote25
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Re: Always showing minimap
NoQ wrote:Right
why?
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NoQ
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Re: Always showing minimap
Because that's exactly what i was looking for recently 
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milo christiansen
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Re: Always showing minimap
+1Goth Zagog-Thou wrote:Having it always show will also handle an issue with Cam 4. Currently I have to use a 'FakeHQ' to get the minimap.
If anyone knows a way to get the minimap with a script call please post instructions in one of the cam 4 threads
In general, if you see glowing, pulsating things in the game, you should click on them.
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Goth Zagog-Thou
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Re: Always showing minimap
That would rock. A simple showMinimap(int player); command would be the best way imo.
Too bad there isn't one. Seems like there would be a scripting command for that.
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NoQ
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Re: Always showing minimap
I was thinking about it when i played with spectator mods, and from what i've heard, that is currently impossible.milo christiansen wrote:If anyone knows a way to get the minimap with a script
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cybersphinx
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Re: Always showing minimap
There's a patch for that at http://developer.wz2100.net/ticket/1946. Probably won't apply cleanly any more though.Shadow Wolf TJC wrote:Personally, what I find more annoying than losing my radar is having to go through the same old process of designing the same old units once I've researched the necessary body, propulsion, and turret in every new multiplayer game, over and over and over and over and over and AUGH...Oftentimes, I wish that I could just save my unit designs on my PC, so that they can be automatically loaded up once I research the proper vehicle parts (and while there's an HQ present if need be). It's THAT tedious to me, and I don't even get the time to name my units either.
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Shadow Wolf TJC
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Re: Always showing minimap
Neat. I'll have to take a look at that sometime later. Thanks.cybersphinx wrote:There's a patch for that at http://developer.wz2100.net/ticket/1946. Probably won't apply cleanly any more though.
For starters, we could try to find the code in which the minimap is activated when the player has an HQ built, wherever it lies. From there, we could adjust the code so that it'll also check whether or not that variable is set to "ON" for that player. (I'd imagine that it would use an if statement to determine whether to show the minimap or not.Goth Zagog-Thou wrote:That would rock. A simple showMinimap(int player); command would be the best way imo.Too bad there isn't one. Seems like there would be a scripting command for that.
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Cyp
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Re: Always showing minimap
Shadow Wolf TJC wrote:... (I'd imagine that it would use an if statement to determine whether to show the minimap or not.)
Code: Select all
void maybeDisplayMinimap(int numberOfHQs)
{
uint32_t num = numberOfHQs[selectedPlayer];
void (*functions[2])() = {&displayMinimap, &doNothing};
void (*function)() = functions[(num - 1) >> 31];
function();
}
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Shadow Wolf TJC
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Re: Always showing minimap
OK.
Looks like the code isn't as easy to learn as I thought it would be, as I don't quite understand how this is supposed to work. It looks to be more confusing to me compared to the likes of Game Maker (which I do have some experience with). 
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NoQ
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Re: Always showing minimap
Obfuscated WZScript Contest here? (:
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Goth Zagog-Thou
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Re: Always showing minimap
WZScript is actually pretty easy once you get over the initial learning curve.
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Cyp
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Re: Always showing minimap
It was an example of C++ code that doesn't use an 'if' statement. (The real code does use an 'if' statement, though.)