Overlay map

Timbab

Administrator
Staff member
Administrator
Moderator
Oct 6, 2010
1,044
33
48
28
Magna Germania
#2
At the moment I don't think so, since the only UI modifications you can make client side, are 'dumb' basically, since the UI is hardlocked in the client and you'd need to do client injections to make any 'special' mods.

But, transparency might be possible on the actual planetary map.

Gonna try to experiment it in the next few days, but would need to restore my SWG setup first, since I had HDD corruption that killed my SWG archives.
 

balsh

New Member
Jul 18, 2012
5
0
1
#3
Thank you for helping.
It would be the buildings/structures/interiors transparency essentially, not sure if you can precisely select those though.
 

Timbab

Administrator
Staff member
Administrator
Moderator
Oct 6, 2010
1,044
33
48
28
Magna Germania
#6
Oh, hmm, things might be more possible then.


I'll tinker when I get the time to and have my environment set up again.

Edit: Hm, I just realized that there seems to be no .inc for the actual overhead map, at least by the first looks of it. It must be hardcoded then, so it'll have to wait.

But I'll check it out in detail, at a later point.
 

Timbab

Administrator
Staff member
Administrator
Moderator
Oct 6, 2010
1,044
33
48
28
Magna Germania
#9
So I'm in control of what and how stuff gets rendered for the most part now with the map via injection, have already done testing on this a wee bit ago.

Rendering it with colors, etc, that's another thing entirely, it, of course, is possible, but requires enough custom code to do it right.

Repositioning and sizing the map should be possible though, I'd need to recheck the setup for it.
 

netyoda

New Member
Oct 18, 2017
19
8
3
#12
This is what happens when you marry a geek girl :p

I was sat in the sea with my good lady and was outlining this issue (she runs events on the server that we play on) as we were discussing a "blind maze" battlefield.

She suddenly said "when I go /invuln invis, can you see me on the overhead map?"

Having tested, it makes the player invisible on the radar AND the overhead map.

Time to go and investigate the code for that! Stealth mode beckons
 
Oct 18, 2017
19
8
3
#13
Investigated - I now have a modded command of /setPlayerState targetplayer invis
it sets the player invisible and rezones them, they disappear from the overhead map and radar.

I'm now trying to track down a way of keeping the toon visible whilst removing them from the map and radar.

I don't mind the zoning thing as my current need is to have it happen in a specific zone, although it would be nice to have it work without needing to rezone the player as that would allow, for example, a smuggler to stealth for 3 seconds.