Before you start
- Element 3D Pause Menu is installed and starts. See Install the menu.
- Your resource creates its markers on the client, with the game’s own functions
(
AddBlipForCoord,World.CreateBlipand the like).
Steps
1
Send the marker's details after creating it
Trigger A radius marker (
el:pausemenu:blip:meta on the client with the marker handle and a table of the details
to show. Send only the fields you use: each call is merged into what the map already holds.AddBlipForRadius) is not drawn at all until the map receives its radius.Field names are case-sensitive and lower camel case, as in the table below, also from C#. In a
mono v2 resource, TriggerEvent is Events.TriggerEvent.2
Tell the map when you change it, while it is open
Once you have sent anything for a marker, the map stops checking it on its own and waits to be
told. After changing its icon, colour, position, opacity, display, rotation, route, fade or flash
while a player has the map open, send:A change to a field in the table is sent with
el:pausemenu:blip:meta again instead.3
Tell the map before you remove it
4
Send everything again when the map restarts
The map forgets every detail when its own resource restarts, and raises
el:pausemenu:ready when
it is back. Keep what you sent, and send it again then:Check that it worked
Open the map. The marker is drawn at its size, and the legend lists it under its name and in its category. A marker the map sees but was told nothing about is listed under the generic marker label and drawn at the default size.The fields
The same fieldsSetBlipMeta accepts, and what the Lua integration sends for the matching game
function:
What each field looks like on the map is described under
SetBlipMeta. Values are not checked: a value of the
wrong type draws the marker wrongly instead of raising an error, so send numbers as numbers.
The events
All are client events, triggered locally, never across the network.
Every event is listed with the rest in Events.