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The map shows the markers every resource creates, whatever language it is written in. What it reads from the game by itself is the icon, colour, position, opacity and rotation. A marker’s name, size, category and the other details on this page cannot be read back from the game, so the resource that creates the marker has to tell the map. For Lua resources, the integration does that automatically (see Install an integration). The integration only reaches Lua. A JavaScript or C# resource sends the same information itself, with the client events below. Nothing needs installing for that.

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.CreateBlip and the like).

Steps

1

Send the marker's details after creating it

Trigger 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.
A radius marker (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

Otherwise the map keeps the details of a marker that no longer exists until it next opens.
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 fields SetBlipMeta 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.