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Advanced F11 map control #4593
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Advanced F11 map control #4593
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Awesome! Just a problem tho: F11 map is purposely called Player Map on MTA to distinguish from the minimap (Radar), do the disable function should be disablePlayerMap ? |
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Also, bool resetPlayerMapImage should not take any parameters in my opinion, to restore to the map size defined by the client in their settings automatically |
i've renamed to this
if you don't add a parameter for it, it will reset both, argument for this are optional |
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To discuss: what about replacing the blip images? I believe for the F11 map they are .png but for the radar minimal they are textures part of HUD.txd that you can replace with a shader...? |
F11 blips are managed here too, so i think we can make a function for replacing those. I think default radar images can be replaced via shader. |
To me it's weird that F11 blips represent the blips with separate PNG images. These MTA blips are created using createBlip function, drawn using GTASA textures in the minimap, so I don't think it has been a good choice to make separate images for them since they are already in the game files (hud.txd). Could you make it so the F11 blips use the GTASA textures so they can only be replaced using shaders, affecting F11 map and minimap at the same time? |
toggleControl('radar', false) |
omg ty, i'm really blind, i've removed |

Closes #4591
This PR adds new functions to take full control of F11 map and adds ability to use custom radar textures (currently if you update MTA then it will overwrite everytime).
To use custom textures you need to place into new "cegui/radar" folder with
-customsuffix.This can be overwritten by lua scripts.
New functions:
This will replace radar image based on size (compatible with new user resolution settings)
This will restore default radar image.
This will set custom opacity for radar when opened.
This will reset custom opacity.
Test resource:
radar.zip