Extended Markers [+ version for Selaco]

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ZikShadow
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Extended Markers [+ version for Selaco]

Post by ZikShadow »




DESCRIPTION:

I like to mark caches whenever I play. They're helpful in the event that I got myself into a bit of a pickle and have to fallback to supplies I've saved specifically for the occasion. G/ZD's markers unfortunately are limited to only 9, which is not quite enough for mods these days that have gotten some very big maps (WolfenDoom: Blade of Agony, Hedon, & Ashes Afterglow being examples). This addon's made so that I (and maybe others) can get more use out of the marker feature.

The way to use it is very simple. Bind a key to the Marker menu, and hit it anytime you need to mark something. A menu'll pop up showing you a list of options. I've also provided an additional sprite pack to change the marker theme from scribbles to something a bit more techy for more modern themed stuff. You'll have to load the _fancy pack after the main addon.

Thanks to Proydoha for updating various components to ZScript. It'll work even if cheats are off and you can remove nearest markers of specific types. Plus an optional range limit for that very setting. I'll keep the old version around for posterity.


DOWNLOAD:

Main Download
Old Version
Techy UI Pack

Version for Selaco (Techy UI Pack included)

SCREENSHOTS:
Spoiler:
Last edited by ZikShadow on Tue Jun 14, 2022 11:49 pm, edited 3 times in total.
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Captain J
 
 
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Re: Extended Markers

Post by Captain J »

Now that's limitless! And might be fun if people would donate their own styled markers for this.
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Ihavequestions
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Re: Extended Markers

Post by Ihavequestions »

Not bad. Would it possible to make them individually removable?
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ZikShadow
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Re: Extended Markers

Post by ZikShadow »

Ihavequestions wrote:Would it possible to make them individually removable?
Unfortunately, no. I don't know enough if it's even possible to assign a unique id to each single marker, let alone doing it without the other markers stepping on each other.
Pretty much why I also added the X marker there, to mark stuff I've cleared.
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Ihavequestions
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Re: Extended Markers

Post by Ihavequestions »

ZikShadow wrote:
Ihavequestions wrote:Pretty much why I also added the X marker there, to mark stuff I've cleared.
That's good enough, actually.
atarumoroboshi18
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Re: Extended Markers

Post by atarumoroboshi18 »

You should also have an O on there in addition to the X. Essentially it serves as a binary, Yes/No, Open/Close, True/False, etc. This way you can mark things like open or closed pathways and if something is opened, but later closed or vice versa, you can place an X or an O(or an O on an X) on the same spot to denote that it's changed.
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ZikShadow
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Re: Extended Markers

Post by ZikShadow »

Now, there's a thought. I'll see if I can add that in a bit.

EDIT: Done. That ought to do it.
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ZikShadow
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Re: Extended Markers

Post by ZikShadow »

Forgot to add offsets to the markers, resulting in their placements not being quite exactly where you should be putting them. Should be fixed, now.
Plasmazippo
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Re: Extended Markers

Post by Plasmazippo »

This works amazing, and has almost perfect synergy with Zhs2's Intelligent Supplies. I love it and use it all the time, most of all for marking armors I usually forget about.

I have one request, though: can the markers be put on the automap by scrolling to the desired location, like the native numbered markers? Sometimes it's a pain to have to hoof it all the way back to a stash I forgot to mark down.
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ZikShadow
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Re: Extended Markers

Post by ZikShadow »

Unfortunately, no. I'm currently bereft of the skills necessary to figure out how to spawn things based on where you're looking at in the automap. Sorry.
atarumoroboshi18
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Re: Extended Markers

Post by atarumoroboshi18 »

Damn this is a helpful mod! Thank you so much for making it!
atarumoroboshi18
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Re: Extended Markers

Post by atarumoroboshi18 »

Would it be possible to add in key bindings that can drop markers outside of the menu?
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ZikShadow
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Re: Extended Markers

Post by ZikShadow »

How the mod works is that the menu technically cheats by summoning marker actors in the field. It's kinda why this mod won't quite fly if sv_cheats is set to off for whatever reason.
You can manually add keybinds by typing something like this to the console:

bind L "summon ZS_Marker_Health"

That'll make your L key summon the health marker. Adjust accordingly.
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ZikShadow
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Re: Extended Markers

Post by ZikShadow »

Proydoha have been kind enough to update the mod a notch for me, integrating ZScript stuff and allowing the mod to be used even in sv_cheats 0.
It is also now possible to remove markers of specific types complete with a range limiter. The techy reskin should still work fine on top.

Main Download
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ZikShadow
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Re: Extended Markers

Post by ZikShadow »

Made some modifications to EM specifically for Selaco, since that's gonna be another GZD thing with big ol' maps that I probably wanna mark caches in.
Thanks to phantombeta for telling me how the game's menudefs work. The Techy UI Pack is included for reasons that I sincerely hope is obvious enough.

Version for Selaco

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