Skip to content

Radar icons and blips

The icon ids HUDSetRadarItemTexture takes and the code sets, and the radar's blip types (GUI: radar).

What is complete

Every icon a script or the code uses and every blip type the code adds are listed. The numbers are read from the code and the scripts; what each icon marks is inferred from who uses it. Classes are the character class byte CfgChar sets (+0x11a, AI).

31 entries. Data: research/references/radar-icons.yaml.

icon

21 entries.

Number Image Sheet Rect Size (px) Set by Tint Calls Scripts Marks
22 radar/icon-22.png part_page0 22 25, 27 HUD_RadarSetIcon draws it at 0.7 11 level93_chapter2.lua, level95_busted.lua, level95_coney.lua, level95_flashhead.lua, level95_homeless.lua, level95_robinhood.lua A target in the hub's side jobs and two story levels
27 radar/icon-27.png part_page0 27 13, 13 31 36763710, global.lua, level20_mainstreet.lua, level2_clinic.lua, level2_clubhouse.lua, level31_reddevil.lua Mission objective (the second marker)
28 radar/icon-28.png part_page0 28 13, 13 84 36763710, global.lua, level11_chapter2.lua, level11_chapter4.lua, level11_chapter5.lua, level14_dirtycop.lua Mission objective, the commonest marker (HUD_WAR in level 5)
29 radar/icon-29.png part_page0 29 15, 23 dealer type 0's blip (0x002c7ee0); HUD_RadarSetIcon tints it 2 level99_lesson2.lua Flash dealer
30 radar/icon-30.png part_page0 30 18, 23 dealer type 2's blip (0x002c7ee0); HUD_RadarSetIcon tints it 3 level87_chap2_street1.lua, level95_coney.lua Dealer of type 2
31 radar/icon-31.png part_page0 31 19, 23 dealer type 1's blip (0x002c7ee0); HUD_RadarSetIcon tints it Weapon dealer
32 radar/icon-32.png part_page0 32 21, 21 blip mode 3's ring, layer 1 (0x001b32e0) Ring over a human in blip mode 3
33 radar/icon-33.png part_page0 33 21, 21 blip mode 4's ring, layer 1 (0x001b32e0) Ring over a human in blip mode 4
34 radar/icon-34.png part_page0 34 34, 34 1 caps.lua The item in the caps Rumble mode
69 radar/icon-69.png part_page0 69 10, 10 every particle blip's first icon (hud_radar_dot, 0x003e5bf8) Plain dot: a blip with no icon of its own
350 radar/icon-350.png part_page0 350 7, 12 3 tagbt.lua, wchair.lua Team marker in the tagbt and wchair Rumble modes
351 radar/icon-351.png part_page0 351 9, 12 4 tagbt.lua, wchair.lua Team marker in the tagbt and wchair Rumble modes
352 radar/icon-352.png part_page0 352 13, 13 blip type 6, layer 0; blip modes 1 and 2 (0x001b2990, 0x001b32e0) Hostile human
353 radar/icon-353.png part_page0 353 21, 21 blip modes 3 and 4, layer 0 (0x001b32e0) Under the ring of blip modes 3 and 4
355 radar/icon-355.png part_page0 355 11, 11 1 level95_invasion.lua A target in the hub's invasion job
356 radar/icon-356.png part_page0 356 11, 11 blip type 8, both layers (HUD_RadarAddHuman) Police officer
359 radar/icon-359.png part_page0 359 11, 11 blip type 6, layer 1 (0x001b2990) 4 level51_chapter2a.lua, level51_chapter3.lua, level82_chapter4.lua Hostile human (second layer); scripts mark single enemies with it
360 radar/icon-360.png part_page0 360 16, 12 3 tagbt.lua, wchair.lua Team marker in the tagbt and wchair Rumble modes
361 radar/icon-361.png part_page0 361 19, 12 4 tagbt.lua, wchair.lua Team marker in the tagbt and wchair Rumble modes
362 radar/icon-362.png part_page0 362 11, 11 blip type 9, a sprite widget (0x001b2ee8, 0x001c4d00) 2 level83.lua, level9_chap3_escape.lua The player; two levels give it to another human
365 radar/icon-365.png part_page0 365 11, 11 blip type 7 (0x001b2ee8) A Warrior other than the player

blip type

10 entries.

Number Icon Set by Tint Marks
1 69 HUDAddSecondaryRadarMissionObjective; HUDAddRadarObject with its colour Secondary objective, or an object with a colour
2 69 a dealer of type 0 (0x002c7ee0) Dealer
3 69 a dealer of type 2 (0x002c7ee0) Dealer
4 69 a dealer of type 1 (0x002c7ee0) Dealer
5 69 Human_Init; HUD_RadarAddHuman for class 4 (civilians) No blip (civilians)
6 352 HUD_RadarAddHuman for classes 2, 5, 6; the AI when a human turns on the player Hostile human, two layers
7 365 HUD_RadarAddHuman: class 0 or 3, not the player Warrior
8 356 HUD_RadarAddHuman for class 1 (police) Police
9 362 HUD_RadarAddHuman: class 0 or 3, the player The player
10 69 HUDAddRadarMissionObjective Mission objective

Sources and evidence

Evidence levels used: confirmed-code.

  • SLUS_212.15, radar code; the scripts, HUDSetRadarItemTexture

Fields

Field Type Hand-written Meaning
id str Our stable id: icon-<n> for an icon, blip-<n> for a blip type.
kind str icon (a radar icon id) or blip type (the kind of blip the radar adds).
number int The icon id HUDSetRadarItemTexture takes, or the blip type number.
sheet str The sprite sheet the icon is a rectangle of.
rect int The rectangle's index in that sheet (for an icon, the icon id itself).
size list The rectangle's size in texels {w, h}, read from the disc.
icon int For a blip type: the icon it starts with (69 when none is set).
batch str For a blip type: the radar's sprite batch it is drawn in.
set_by str Where the game itself sets or uses the number.
scale float The scale the code forces for this icon, if any.
tint str The colour (RRGGBBAA) the code forces for this icon, if any.
swatch str A swatch of that colour (rendered).
calls int HUDSetRadarItemTexture calls that pass it.
scripts list The scripts that pass it (at most six).
meaning str yes What it marks, in our words.
image str A thumbnail, a path below docs/references/images/ (characters/warr_re_cv.png); set by extract from the files present.
source str yes Where the entry comes from: a script and binding, an address, a chunk.
evidence str yes How we know: confirmed-code, confirmed-runtime, inferred or speculative (evidence levels).
notes str yes Our own short notes.