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Removing the Mini Map [Solved]
Posted: Wed Sep 02, 2009 6:32 pm
by trainmaster611
How do you remove the minimap from the hud? I can't find the proper group for it. I've been searching through the player1hud file but I've only found a Group referring to the main map (the one that you toggle).
Re: Removing the Mini Map
Posted: Wed Sep 02, 2009 6:41 pm
by Maveritchell
DisableSmallMapMiniMap()
Re: Removing the Mini Map
Posted: Wed Sep 02, 2009 8:22 pm
by trainmaster611
Just put that in the LUA? Does it matter where it goes?
Re: Removing the Mini Map
Posted: Thu Sep 03, 2009 3:47 am
by vampire_lord
I wonder if we can do the opposite, you know, I would like to get rid of the Capital Ship icons on Assault and put a mini-map...
Re: Removing the Mini Map
Posted: Thu Sep 03, 2009 11:38 am
by Maveritchell
trainmaster611 wrote:Just put that in the LUA? Does it matter where it goes?
You should just put that in ScriptPostLoad. I don't remember whether it needs to be (1) or just (), but you can always try both.
Re: Removing the Mini Map
Posted: Thu Sep 03, 2009 12:18 pm
by Frisbeetarian
Code: Select all
function ObjectiveSpaceAssault:AddCriticalSystem(name, pointValue, hudPosX, hudPosY)
if hudPosX and hudPosY then
--add the critical system as normal
SpaceAssaultAddCriticalSystem(name, pointValue, hudPosX, hudPosY)
else
--add the critical system, but tell C++ not to display a HUD marker
SpaceAssaultAddCriticalSystem(name, pointValue, -1.0, -1.0, false)
end
...
...
function ObjectiveSpaceAssault:Start()
--=======================================
-- Initialization logic
--=======================================
assert(self.multiplayerRules == true, "ObjectiveSpaceAssault is intended for multiplayer gametypes only! (i.e. set multiplayerRules = true)")
self.showTeamPoints = true
--initialize the base objective data
Objective.Start(self)
--notify C++ that we're running space assault now
--(so it can do team scoring with critical systems and whatnot)
SpaceAssaultEnable(true)
This would indicate that the ships in the HUD are there due to the executable. I think that the executable knows when to do this when SpaceAssaultEnable(true) is called. I would say that you could make that false in the ObjectiveSpaceAssault.lua script and see what happens to the game.
I don't remember whether it needs to be (1) or just (), but you can always try both.
No function input is necessary; it's just DisableSmallMapMiniMap().
Re: Removing the Mini Map
Posted: Thu Sep 03, 2009 8:28 pm
by trainmaster611
Ok thanks guys
