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Markers

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Markers

Postby hompy » Tue Jun 05, 2012 11:56 pm

Pinpoint players and bookmark tunnels without making the enemy aware
Markers attempt to help teams communicate. And so, cooperate.

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Markers are just symbols built with blocks at the very top of the map, which only your team can see. They'll show up on your teammates' map and minimap, and can be brought up in a number of ways.

  • Enemy spotting
    Double-tapping the SNEAK key (V) lets you quickly spot an enemy's location. It also sends a chat message:
    <hompy> (enemy spotted at G4!)

  • Intel shadowing
    A marker is dropped where your intel just was before it got stolen, shadowing its position and eliminating "I forgot where it was" situations.

  • 'Radar' intel
    Enemy positions are automatically revealed when the intel is captured, mimicking the old 'radar' reward.

  • Situational markers
    Say !tunnel in teamchat to make an arrow where you're standing, instruct other players to do something for a change with !build, or meet up with someone else using !here.
_________________________________________________________________________________

Some commands are also available. Type
/clear
to get rid of markers on your own screen.

Admins can disable or enable placing of new markers using
/togglemarkers [player]
either globally or for a single player.

markers.py is distributed with pyspades, so no download is necessary.
Any functionality can easily be disabled switching off constants in the script.
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Re: Markers

Postby Tocksman » Wed Jun 06, 2012 12:33 am

Well done, hompy! :D
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Re: Markers

Postby izzy » Wed Jun 06, 2012 2:25 am

holy oh my goodness, mind blown again
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Re: Markers

Postby TheGeekZeke101 » Wed Jun 06, 2012 11:57 am

I used this on Shams and loved it! Great job :D
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Re: Markers

Postby Varun » Wed Jun 06, 2012 12:38 pm

Thats just......

Incredible. There's hope in humanity after all.
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Re: Markers

Postby LASTofS » Fri Jun 08, 2012 12:02 am

I really hope this gets implemented in the game itself, I'd rather have markers built from real blocks than any type of mini-map marker.
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Re: Markers

Postby CraftDinur » Fri Jun 08, 2012 12:12 am

This looks absolutely beautiful... *__*
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Re: Markers

Postby calmchowder » Tue Jun 12, 2012 12:58 am

This. Is. Just. SO awesome. Another great job hompy!
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Re: Markers

Postby Pvtrex » Sun Jun 17, 2012 3:37 pm

Tried this out earlier. I do hope this get's implemented in most servers cause only like 3 people in my team were using them. I would love to see the whole team using it! Hompy, you sir just keep blowing my mind everytime you write scripts!
You just gotta love that feeling when you're using a smg and you flank 3 rifle players huddle together in 1 spot.
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Re: Markers

Postby LASTofS » Sun Jun 17, 2012 6:50 pm

Note: This thread has been featured in the AoS Newsletter!
http://ace-spades.com/forums/viewtopic.php?f=63&t=10192#p129594
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Re: Markers

Postby Enari » Tue Jun 26, 2012 3:21 pm

How have i missed this? I'll add it to Minit right now!
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Re: Markers

Postby LASTofS » Tue Jun 26, 2012 3:59 pm

Enari wrote:How have i missed this? I'll add it to Minit right now!

Yay! That's awesome.
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Re: Markers

Postby LinktersHD » Fri Jul 06, 2012 1:49 pm

It won't work properly, it's giving an error.
I will respond below shortly what the error message is.
Nuketown map is out!:
viewtopic.php?f=67&t=11021]

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Re: Markers

Postby CraftDinur » Fri Jul 06, 2012 6:33 pm

LinktersHD wrote:It won't work properly, it's giving an error.
I will respond below shortly what the error message is.

Get the latest revision of pyspades and the problem should go away
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Re: Markers

Postby BlueToonYoshi » Sat Jul 14, 2012 3:54 am

The script seems to still not work?! I updated it. It gives me this:
(script 'markers' not found: ImportError('No module named csv',))
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