Ok changes are up
https://github.com/Cael817/ArmA3_Wasteland.Altis/tree/SNAFUI haven't tested the last changes on a dedi yet so expect breakage mostly in the "auxops" which is WIP and where i try to mimic some of the "vactions" and changing the baselocker to use functions instead and hooking into the managed actions Rev made.
If you do a search for "bounty" i all files you should catch most of it (i think i found all). Almost all of it is based on JoSchaaps bounty from GoT (which i believe he removed again)
ArmA3_Wasteland.Altis\addons\bounty\bounty.sqf <-- this handles the marker
ArmA3_Wasteland.Altis\client\clientEvents\onKilled.sqf <-- this should be not be in here according to Rev
ArmA3_Wasteland.Altis\client\functions\spawnAction.sqf
ArmA3_Wasteland.Altis\client\init.sqf
ArmA3_Wasteland.Altis\client\systems\hud\playerHud.sqf <-- in this i also moved some of the icons so they wont overlap if driving
ArmA3_Wasteland.Altis\client\systems\scoreboard\score_gui.hpp <-- this i have nothing to do with, think its Revs preparation
ArmA3_Wasteland.Altis\init.sqf
ArmA3_Wasteland.Altis\server\default_config.sqf <-- also in the main_config.sqf if you want to set start bounty externally
ArmA3_Wasteland.Altis\server\init.sqf
ArmA3_Wasteland.Altis\\client\icons\bounty.paa
How it works is if any player get a bountyvalue over 1000$ and if the move around the spawntowns (cityList) which is the areas in mapConfig\towns.sqf , idea was to make another list for all the towns/areas i wanted to trigger on but i didn't have time but for testing "cityList" works fine.
Marker (last known location) is static and resets/disappears after 120 seconds depending on, if the player moved out of the area or are perfectly still inside it. I didn't want a marker that always perfectly marked the player, this way the target can use it for ambushes also. I also didn't want it to trigger anywhere as that could show where hidden bases/stashes are and even if there are no NPC around i felt that villages etc where palaces were you would get "noticed". Now adding so there would be a chance of the marker not appearing would be good i guess.
Anyway, if possible having all of this stuff in its own script (and maybe a setting or two in the vanilla ones) would be preferable but way over my head at this time.