ATG Map

A more detailed map, an honest height readout, and bases that appear as your radio network reaches them.

What the mod does

ATG Map improves the map surface itself. Four things, and each one can be left alone:

  • More terrain detail — tighter contours, walls and footpaths drawn at usable zoom levels.
  • A height readout that reports the ground you would stand on, rather than the heightmap buried under it.
  • A discovered set — bases appear as your faction’s radio network reaches them, instead of the whole map being visible from the first minute.
  • Map centring, a per-player preference for whether opening the map jumps to your own position.

The mod declares no dependencies. It is built to be taken by a Conflict server that has never heard of ATG.

Terrain detail

This is configuration rather than rendering, and it applies to every world.

Contours are drawn at 10 m intervals with a major line every 50 m at the closest zoom, loosening to 20/50, 50/100 and 100/100 as you zoom out.

Walls are drawn from the second view layer, with an outline, so a compound reads as a compound rather than as a gap between buildings.

Footpaths — both tourist and general — are drawn from the third view layer. On a map where movement off the road network matters, the paths are usually the reason a route works.

Hills are labelled from lower ground than the base game uses: 80 m for a major hill and 40 m for a significant one.

The height readout

The map cursor reports the height of the surface somebody would actually stand on.

The base game’s readout answers from the heightmap alone. Anywhere a terrain feature is built from placed geometry — cliffs, boulder fields, whole ranges assembled out of rock props — that reports the ground buried underneath rather than the surface being walked on, and the difference can be tens of metres. This mod traces down through that geometry instead, and falls back to the heightmap where it finds none.

Grid coordinates are drawn at the precision the map’s own grid is configured for, rather than at a fixed three figures.

The discovered set

A base is drawn on the map while your faction can reach it by radio, or while your faction owns it. Everything else is withheld, so the map fills in as a faction pushes its network outward.

It applies to Conflict-style worlds that have bases. A world with none is unaffected, and nothing needs switching off for it.

Two things worth being clear about:

  • The rule only ever removes. The base game hides some bases already, and every decision here is applied on top of that rather than in place of it, so another mod’s reasons for hiding a base survive untouched.
  • It is cosmetic. Map items exist only on the machine drawing them — a dedicated server holds none — so what this withholds is the picture, not the information behind it. It is not a defence against a determined cheat.
SettingDefaultMeaning
m_bDiscoveredSetEnabledtrueWithhold bases the faction’s network does not reach. false draws them all.
m_bRememberReachedBasesfalseKeep a base drawn once reached, even after contact is lost.
m_bGameMasterSeesAlltrueA Game Master with the editor open sees every base regardless.

m_bRememberReachedBases off means a base disappears again when contact is lost, which suits a campaign where losing your relays should cost you the picture. Turning it on suits one where knowledge should accumulate. Knowledge is remembered for the current session only — it is not written to the save, so a restart starts everyone fresh.

m_bGameMasterSeesAll applies while the editor is open in a full mode. A Game Master who closes it and plays is shown the same map as anyone else, and holding an administrator role on its own changes nothing.

Map centring

Each player chooses for themselves whether opening the map jumps to their own position or leaves the view where they last looked. It defaults to centring.

With ATG Core loaded, this appears as a row on the ATG tab of the game’s settings menu. Without Core there is no tab, and every player gets the default with nothing exposed to change it.

Nothing about this reaches the server. It is a client preference and a server owner has no setting for it.

The deploy screen

Map markers are switched off on the deploy screen. It is a map for choosing where to spawn, and a marker layer over it obscures the spawn points that are the only thing on it anyone needs.

The full map is unaffected.

Logging

SettingDefaultMeaning
m_iLogVerbosity-1How much this mod writes to the server log.

-1 takes ATG Core’s setting, or normal where Core is not loaded. 0 is quiet — warnings and errors only — then 1 normal, 2 verbose, 3 survey. Warnings and errors are never suppressed at any level.

Changing the settings

With ATG Core loaded before this mod, the server settings above are readable from a JSON file in the server’s profile directory, at ATG/atg-map.json.

A bool in this file is written true or false. A 1 is silently ignored and the setting keeps the value it already had.

{
  "m_bDiscoveredSetEnabled": true,
  "m_bRememberReachedBases": false,
  "m_bGameMasterSeesAll": true,
  "m_iLogVerbosity": -1
}

Copy it and delete the lines you do not want to change — a key you leave out keeps its shipped value.

$profile: resolves to a profile folder inside the directory you pass to -profile. If you launch with -profile C:\servers\atg, the file belongs at C:\servers\atg\profile\ATG\atg-map.json.

The terrain detail and the deploy-screen change are not settings. They are configuration files this mod overrides, and changing them means overriding those files yourself: in Workbench, right-click the file in this mod → Override, then edit your copy.