Sample Markers
Contents |
Description
A quality mission will usually include several markers placed on the map, which help the players to understand key locations such as insertion and extraction points. As a start, the mission file that comes with F2 contains various pre-placed markers.
Required files
All the code associated with this component is found in:
- mission.sqm
How to use
Sample markers
Five sample markers have been pre-placed:
| Name | Text | Icon | Notes |
|---|---|---|---|
| mkrInsertion | Insert | Start | |
| mkrExtraction | Insert | End | |
| respawn_west | Respawn West | Empty | Used by Respawn Settings and/or Norrin's Revive Respawn |
| respawn_east | Respawn East | Empty | Used by Respawn Settings and/or Norrin's Revive Respawn |
| respawn_guerilla | Respawn Independent | Empty | Used by Respawn Settings and/or Norrin's Revive Respawn |
Note: The icon type Empty only appears in the editor; it does not appear on the map in-game.
Viewing sample markers
In the editor press F6 to make markers visible.
Moving sample markers
Click and drag a marker to change its position on the map. Generally, the marker mkrInsertion should be placed where the players start, whilst the marker mkrExtraction should be placed where the players end the mission. However, there are absolutely no fixed rules!
Tips
- Markers can be linked to from within the CO Briefing Template.
- When naming a marker using the prefix "mkr" is a useful approach.
How to disable
In the editor delete the sample markers.
Credits
- Fer