CUIConfig::Hud3dMarkers in TM

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aborttrap
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CUIConfig::Hud3dMarkers in TM

Post by aborttrap »

Hi all,

Not sure if this is a bug, but I can't seem to place a 3D marker at the point of my pos attribute. However if I use the playerlogin attribute with my login name as the value, it does actually show a marker and move it relative to my car's position.

To clarify, here's my usage of playerlogin that does work (context is CTmMode):

Code: Select all

UIManager.UIAll.Hud3dMarkers = """<marker label="Hello" playerlogin="aborttrap" box="2 2 2"/>""";
And pos which doesn't:

Code: Select all

UIManager.UIAll.Hud3dMarkers = """<marker label="Hello" pos="2 2 2" box="2 2 2"/>""";
Is there something about how the vector in the pos (and box) attributes are interpreted that perhaps I'm missing?

Thanks!
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Eole
Nadeo
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Re: CUIConfig::Hud3dMarkers in TM

Post by Eole »

The code you used should work, so it looks like a bug. Have you tried without the box attribute and only pos? And without the pos and the box attributes?
The pos vector specify the absolute position of the marker in the world while the box vector is an offset relative to the current position of the marker.
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TGYoshi
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Re: CUIConfig::Hud3dMarkers in TM

Post by TGYoshi »

I can confirm this, position-based markers just don't work in TM. Manialink-based markers do not work either.
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aborttrap
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Re: CUIConfig::Hud3dMarkers in TM

Post by aborttrap »

Eole: Neither pos on its own or neither of the attributes worked :(
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Eole
Nadeo
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Re: CUIConfig::Hud3dMarkers in TM

Post by Eole »

We'll investigate to see what's wrong with the markers.
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TGYoshi
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Re: CUIConfig::Hud3dMarkers in TM

Post by TGYoshi »

They do in fact work after a lot of experimentation.

The units are 64x16x64 in Canyon for a 1x1x1 block, unlike SM. Markers are invisible unless you're close or in spec mode.
I'd love to be able to make marker distances infinite tho, or at least update their positions when invisible.
(I tried to overlay a real marker and set it's position to the 3d markers absoluteposition, but the position stops updating when the marker is completely invisible.)
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aborttrap
Posts: 54
Joined: 03 Oct 2011, 01:52
Location: NSW, Australia
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Re: CUIConfig::Hud3dMarkers in TM

Post by aborttrap »

I was also talking with TGYoshi and I finally managed to get it working too.

One thing I noticed is that the player's Hud3dMarkers take "full" precedence over what's set in UIAll - i.e. if both objects' Hud3dMarkers are set, only the global markers seem to get shown. I don't think the average scripter would assume it to behave like this - so, if you could show both "priorities" of markers that would be great. :)
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