Retire cone and pole plot previews in favor of dome

Thanks @oiad for pointing this out.

Poles are not used for previewing anymore. Cones do not give as much
information as the dome.

The dome is visible at night and under night vision too.
This commit is contained in:
ebaydayz
2016-09-12 13:38:49 -04:00
parent 26f9102a00
commit 2bb5c5942c
11 changed files with 49 additions and 124 deletions

View File

@@ -1,68 +1,80 @@
//Zero Remorse, big thanks to their scripter for this!
private ["_speed","_density","_model","_thePlot","_center","_radius","_angle","_count","_axis","_obj","_idx","_a","_b"];
_speed = 4; // multiplier for speed of sphere rotation/wobble
_density = 3; // density of markers per ring
_model = "Sign_sphere100cm_EP1"; // marker model to use on rings
_speed = 4; // multiplier for speed of sphere rotation/wobble
_density = 3; // density of markers per ring
_model = "Sign_sphere100cm_EP1"; // marker model to use on rings
// Possible ones to use :: Sign_sphere10cm_EP1 Sign_sphere25cm_EP1 Sign_sphere100cm_EP1
_thePlot = (nearestObjects [player, ["Plastic_Pole_EP1_DZ"],15]) select 0;
_center = getPosASL _thePlot; _radius = DZE_PlotPole select 0;
_obj = false; _tmp = -1;
_center = getPosASL _thePlot;
_radius = DZE_PlotPole select 0;
_obj = false;
_tmp = -1;
if (!isNil "PP_Marks") then {
if (((PP_Marks select 0) distance _thePlot) < 10) then { _obj = true; };
_tmp = (PP_Marks select 0) distance _thePlot;
{ deleteVehicle _x; } count PP_Marks; PP_Marks = nil;
{ deleteVehicle _x; } count PP_Marks;
PP_Marks = nil;
};
if ((isNil "PP_Marks") && (!_obj)) then {
PP_Marks = []; _count = round((2 * pi * _radius) / _density);
PP_Marks = [];
_count = round((2 * pi * _radius) / _density);
_obj = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0]; // PARENT marker on pole
_obj setPosASL [_center select 0, _center select 1, _center select 2];
_obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"]; _axis = _obj;
_obj setVectorUp [0, 0, 0]; PP_Marks set [count PP_Marks, _obj];
_obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"];
_axis = _obj;
_obj setVectorUp [0, 0, 0];
PP_Marks set [count PP_Marks, _obj];
_angle = 0;
for "_idx" from 0 to _count do {
for "_idx" from 0 to _count do {
_a = (_center select 0) + (sin(_angle)*_radius);
_b = (_center select 1) + (cos(_angle)*_radius);
_obj = _model createVehicleLocal [0,0,0];
_obj setPosASL [_a, _b, _center select 2];
_obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"];
_obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj];
_obj attachTo [_axis];
PP_Marks set [count PP_Marks, _obj];
_a = (_center select 0) + (sin(_angle)*_radius);
_b = (_center select 2) + (cos(_angle)*_radius);
_obj = _model createVehicleLocal [0,0,0];
_obj setPosASL [_a, _center select 1, _b];
_obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"];
_obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj];
_obj attachTo [_axis];
PP_Marks set [count PP_Marks, _obj];
_angle = _angle + (360/_count);
};
_angle = (360/_count);
for "_idx" from 0 to (_count - 2) do {
for "_idx" from 0 to (_count - 2) do {
_a = (_center select 1) + (sin(_angle)*_radius);
_b = (_center select 2) + (cos(_angle)*_radius);
_obj = _model createVehicleLocal [0,0,0];
_obj setPosASL [_center select 0, _a, _b];
_obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"];
_obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj];
_obj attachTo [_axis];
PP_Marks set [count PP_Marks, _obj];
_angle = _angle + (360/_count);
};
_angle = (360/_count); _axis setDir 45;
for "_idx" from 0 to (_count - 2) do {
_angle = (360/_count);
_axis setDir 45;
for "_idx" from 0 to (_count - 2) do {
_a = (_center select 0) + (sin(_angle)*_radius);
_b = (_center select 2) + (cos(_angle)*_radius);
_obj = _model createVehicleLocal [0,0,0];
_obj setPosASL [_a, _center select 1, _b];
_obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"];
_obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj];
_obj attachTo [_axis];
PP_Marks set [count PP_Marks, _obj];
_a = (_center select 1) + (sin(_angle)*_radius);
_b = (_center select 2) + (cos(_angle)*_radius);
_obj = _model createVehicleLocal [0,0,0];
_obj setPosASL [_center select 0, _a, _b];
_obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"];
_obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj];
_obj attachTo [_axis];
PP_Marks set [count PP_Marks, _obj];
_angle = _angle + (360/_count);
};
};
};