diff --git a/addons/editor/initKeybinds.sqf b/addons/editor/initKeybinds.sqf
index d4c3c908e..f45e95d86 100644
--- a/addons/editor/initKeybinds.sqf
+++ b/addons/editor/initKeybinds.sqf
@@ -223,32 +223,23 @@
[[ELSTRING(main,DisplayName), LSTRING(AIControl)], QGVAR(toggleAIPATH), [LSTRING(ToggleAIPATH), LSTRING(ToggleAIPATH_Description)], {
if (!isNull curatorCamera && {!GETMVAR(RscDisplayCurator_search,false)}) then {
- private _enabled = 0;
- private _disabled = 0;
-
{
if (!isPlayer _x && {_x == vehicle _x || {_x == driver vehicle _x}}) then {
private _isPathEnabled = _x checkAIFeature "PATH";
private _eventName = [QEGVAR(common,enableAI), QEGVAR(common,disableAI)] select _isPathEnabled;
[_eventName, [_x, "PATH"], _x] call CBA_fnc_globalEvent;
- if (_isPathEnabled) then {
- _disabled = _disabled + 1;
- } else {
- _enabled = _enabled + 1;
- };
+ private _icon = [
+ "\a3\3den\Data\Displays\Display3DEN\PanelRight\modeWaypoints_ca.paa",
+ "\a3\3den\Data\CfgWaypoints\hold_ca.paa"
+ ] select _isPathEnabled;
+
+ [[
+ ["ICON", [_x, _icon]]
+ ], 3, _x] call EFUNC(common,drawHint);
};
} forEach SELECTED_OBJECTS;
- [
- "%1 - %2: %3 - %4: %5",
- LLSTRING(AIPathToggled),
- LELSTRING(common,Enabled),
- _enabled,
- LELSTRING(common,Disabled),
- _disabled
- ] call EFUNC(common,showMessage);
-
true // handled
};
}, {}, [0, [false, false, false]]] call CBA_fnc_addKeybind; // Default: Unbound
diff --git a/addons/editor/stringtable.xml b/addons/editor/stringtable.xml
index d14eb7400..9f31792a4 100644
--- a/addons/editor/stringtable.xml
+++ b/addons/editor/stringtable.xml
@@ -411,8 +411,5 @@
Makes selected AI units start or stop moving. Does not affect aiming or shooting. Similar to "Hold Position" in RTS games.
-
- AI Pathing Toggled
-