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Introduced with Arma 3 version 0.50

Click on the images for descriptions

Introduced in

Arma 3


Draws an ingame icon at a given position. Command has to be executed each frame. Use onEachFrame or addMissionEventHandler "Draw3D". In order for the results of this command to be visible through a custom camera, enable HUD with cameraEffectEnableHUD


drawIcon3D [texture, color, pos, width, height, angle, text, shadow, textSize, font, textAlign, drawSideArrows]
[texture, color, pos, width, height, angle, text, shadow, textSize, font, textAlign, drawSideArrows]: Array
texture: String
color: Color
pos: PositionAGL
width: Number
height: Number
angle: Number
text: String - (optional)
shadow: Number - (optional) - 0 = none, 1 = shadow, 2 = outline
textSize: Number - (optional)
font: String - (optional)
textAlign: String - (optional) - left, center, right...
drawSideArrows: Boolean - (optional) - Draw arrows at edge of screen when icon moves off screen.
Return Value:


Example 1:
Icon and text:addMissionEventHandler ["Draw3D", { drawIcon3D ["targetIcon.paa", [1,1,1,1], ASLToAGL getPosASL cursorTarget, 1, 1, 45, "Target", 1, 0.05, "TahomaB"]; }];
Example 2:
Just text: addMissionEventHandler ["Draw3D", { drawIcon3D ["", [1,0,0,1], ASLToAGL getPosASL cursorTarget, 0, 0, 0, "Target", 1, 0.05, "PuristaMedium"]; }];

Additional Information

See also:


Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To


Posted on August 31, 2013
As command syntax indicates, this command expects icon position in format PositionAGL meaning that over the land it expects PositionATL and over the sea PositionASLW.

This command works well with addon textures, however getting it to display mission textures is a bit tricky. Follow this guide.
Posted on April 19, 2014
You should rely exclusively on modelToWorldVisual for a moving object's icon position if you want it to accurately stay at the correct height over the sea. It computes faster than ASLtoAGL.

Width, height, and textSize are proportional to the user's interface size, which can optionally be compensated against via size / (getResolution select 5)

Additionally, width and height are inversely proportional to the fovLeft and fovTop parameters from the user's ArmaProfile, and AFAIK those parameters are not retrievable via scripting. For example, a fovTop higher than the default value of 0.75 will make all 3D icons smaller vertically. I'm not sure if this is a bug or by design, however it is definitely annoying to take into account.

Bottom Section

Posted on October 23, 2014 - 02:42 (UTC)
drawIcon3D and BIS_fnc_addStackedEventHandler work well together.

Using formatting commands with drawIcon3D will not work, instead, they will be added to the string.
["uniqueID", "onEachFrame", { drawIcon3D["myIcon.jpg", [1,1,1,0.5], getPos player, 1, 1, 0, format["%1\n%2", "Dreaded", "Entity"]]; }] call BIS_fnc_addStackedEventHandler; Shown text will be Dreaded\nEntity. (A3 1.32.127785)

The "text" parameter must be a string. You cannot use Structured_Text.
["uniqueID", "onEachFrame", { drawIcon3D [ "myIcon.jpg", [1,1,1,0.5], getPos player, 1, 1, 0, parseText format["<t size='1.25' font='PuristaLight' color='#ff0000'>%1%2</t>", Dreaded, Entity] ]; }] call BIS_fnc_addStackedEventHandler; (A3 1.32.127785)
Posted on November 13 (2014)
Here's a practical example combining both drawLine3D and drawIcon3D. Note: You may want to use visiblePosition instead of getPos for moving objects. DEADPILOTS = []; { if (getText (configfile >> "CfgVehicles" >> typeOf _x >> "textSingular") == "pilot") then { DEADPILOTS pushBack _x; }; } forEach allDeadMen; addMissionEventHandler ["Draw3D", { if ( { player distance _x <= 15 } count DEADPILOTS > 0 ) then { { _corpsePos = getPos _x; if (player distance _corpsePos <= 15) then { _line1_start = _corpsePos; _line1_end = [(_line1_start select 0), (_line1_start select 1), 0.5]; _line2_start = [(_line1_end select 0), (_line1_end select 1) + 0.5, (_line1_end select 2)]; drawLine3D [_line1_start, _line1_end, [0,0,0,0.5]]; drawLine3D [_line1_end, _line2_start, [0,0,0,0.5]]; drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\BasicLook_ca.paa", [0,0,0,0.5], _line2_start, 0.75, 0.75, 0]; }; } forEach DEADPILOTS; }; }];
Posted on April 11, 2015 - 07:36 (UTC)
Killzone Kid
Doesn't work when showHUD false, textAlign is broken, drawSideArrows will turn if angle is not 0 [1]
Posted on February 11, 2016 - 07:37 (UTC)
You can also use getPosWorld (for X and Y only, but not Z), which works splendid in script performance. Here is an example:
addMissionEventHandler ["Draw3D", {
_pos = getPosWorld player;
drawIcon3D ["a3\ui_f\data\gui\Rsc\RscDisplayArsenal\radio_ca.paa", [1,1,1,1], [(_pos select 0),(_pos select 1), 1], 0.8, 0.8, 0, (name player), 1, 0.0315, "EtelkaMonospacePro"];