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{{Command|Comments=
{{RV|type=command
____________________________________________________________________________________________


| arma |Game name=
|game1= arma1
|version1= 1.00


|1.00|Game version=
|game2= arma2
|version2= 1.00


|eff= global |Effects in MP=
|game3= arma2oa
____________________________________________________________________________________________
|version3= 1.50


| Creates a new map marker at the given position. '''The marker will be created for every player on network as well as JIP'''. The marker name has to be unique, if a marker with the given name exists, the command will be ignored. Use [[deleteMarker]] to delete global marker.<br />
|game4= tkoh
<br />
|version4= 1.00
{{Important|The marker will be visible if you define ''at least'' [[markerType]] settings:
<div><code>_markerName {{=}} [[createMarker]] ["markername", [[player]]];
_markerName [[setMarkerType]] "hd_dot";</code></div>}}
<br>
{{Informative|If position is given in 3D format, the <tt>z</tt> coordinate is stored with the marker and will be used when marker is passed to commands like [[createVehicle]], [[createUnit]], [[createAgent]], [[createMine]], [[setVehiclePosition]] for example. When marker is manually placed in the editor, <tt>z</tt> is 0, which means it is placed on the ground. However when user manually places marker on the map in game, it is placed on the water, so <tt>z</tt> of the marker will be: <tt>[[-]][[getTerrainHeightASL]] [[markerPos]] &lt;USERMARKER&gt;</tt>}} |Description=
____________________________________________________________________________________________


| [[createMarker]] [name, position] |Syntax=
|game5= arma3
|version5= 0.50


|p1= [name, position]: [[Array]] |Parameter 1=
|gr1= Markers


|p2= name: [[String]] |Parameter 2=
|eff= global


|p3= position: [[Array]] or [[Object]] - format position: [[Position2D]], [[PositionAGL]] or [[Object]] (object's [[PositionWorld]] is used)|Parameter 3=
|descr= Creates a new map marker at the given position. The marker will be created for every connected player as well as all JIP players. The marker name has to be unique; the command will be ignored if a marker with the given name already exists.


| [[String]] |Return value=
{{Feature|important|
____________________________________________________________________________________________
The marker will be visible only once at least [[markerType]] has been defined:
 
<sqf>
|x1= <code>_marker1 = [[createMarker]] ["Marker1", [[position]] [[player]]];</code> |Example 1=
_marker = createMarker ["markername", player]; // Not visible yet.
|x2= <code>_marker2 = [[createMarker]] ["Marker2", [[player]]]; {{codecomment|// since {{arma3}} v1.50}}</code> |Example 2=
_marker setMarkerType "hd_dot"; // Visible.</sqf>
____________________________________________________________________________________________
}}


|mp= [[createMarker]] is global, use [[createMarkerLocal]] if you want to create a [[local]] marker |multiplayer=
{{Feature|informative|If the marker position is given in 3D format, the {{hl|z}}-coordinate is stored with the marker and will be used when the marker is passed to commands such as [[createVehicle]], [[createUnit]], [[createAgent]], [[createMine]] or [[setVehiclePosition]].<br>When a marker is manually placed in the editor, {{hl|z}} is always 0, which means the marker is placed on the ground. But when the player places a marker on the map in game, it is placed at sea level, so the {{hl|z}}-coordinate of that marker is <sqf inline>-getTerrainHeightASL markerPos "userMarker";</sqf>.}}


| [[allMapMarkers]], [[deleteMarker]], [[createMarkerLocal]], [[allMapMarkers]]
|mp= {{Feature|informative|
[[setMarkerBrush]], [[setMarkerColor]], [[setMarkerDir]]
'''Multiplayer optimisation:''' Global marker commands always broadcast the ''entire'' marker state over the network.
[[setMarkerPos]], [[setMarkerShape]], [[setMarkerSize]]
As such, the number of network messages exchanged when creating or editing a marker can be reduced by performing all but the last operation using local marker commands, then using a global marker command for the last change (and subsequent global broadcast of all changes applied to the marker).
[[setMarkerText]], [[setMarkerType]], [[setMarkerAlpha]], [[BIS_fnc_markerToString]], [[BIS_fnc_stringToMarker]] |See also=
}}
}}


<h3 style="display:none">Notes</h3>
|pr= [[setMarkerDrawPriority]] sorts [[allMapMarkers]] from least to most priority. Before {{GVI|arma3|2.18|size= 0.75}} [[createMarker]]/[[createMarkerLocal]] did '''not''' care about drawing priority and added the created marker to the end of the array, making it top priority. Running [[setMarkerDrawPriority]] again sorted this issue.
<dl class="command_description">
 
<dd class="notedate">Posted on September 19, 2015 - 21:02 (UTC)</dd>
|s1= [[createMarker]] [name, position, channel, creator]
<dt class="note">[[User:Soldia (JP)|Soldia (JP)]]</dt>
 
<dd class="note">
|p1= name: [[String]] - the marker's name, used to reference the marker in scripts.
createMarker accepts an object as position parameter as well (A3 - 1.50.131969). You could try this with the following code (both SP/MP)
 
|p2= position: [[Array]] or [[Object]] - [[Position#Introduction|Position2D]], [[Position#PositionAGL|PositionAGL]] or [[Object]]. In case of an object, the object's model [0,0,0] is used.
 
|p3= channel: [[Number]] - (Optional, default -1) the marker channel - see [[Channel IDs]] (for multiplayer)
|p3since= arma3 2.02
 
|p4= creator: [[Object]] - (Optional, default [[objNull]]) the marker creator (for multiplayer)
|p4since= arma3 2.02
 
|r1= [[String]] - the marker's name or empty string if the marker name is not unique.
 
|x1= <sqf>_marker1 = createMarker ["Marker1", position player];</sqf>
 
|x2= <sqf>_marker2 = createMarker ["Marker2", player]; // since {{arma3}} 1.50</sqf>
 
|seealso= [[createMarkerLocal]] [[deleteMarker]] [[BIS_fnc_markerToString]] [[BIS_fnc_stringToMarker]]
}}


<code>_markerstr = [[createMarker]] ["markername", [[player]]];
{{Note
_markerstr [[setMarkerShape]] "RECTANGLE";
|user= Soldia
_markerstr [[setMarkerSize]] [100, 100];</code>
|timestamp= 20150919210200
</dd>
|text= [[createMarker]] accepts an object as position parameter as well . You could try this with the following code (both SP/MP)
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
<sqf>
<dl class="command_description">
_markerstr = createMarker ["markername", player];
<dd class="notedate">Posted on May 28, 2018 - 11:57 (UTC)</dd>
_markerstr setMarkerShape "RECTANGLE";
<dt class="note">[[User:x39|x39]]</dt>
_markerstr setMarkerSize [100, 100];
<dd class="note">
</sqf>
In Arma 3, one can create markers which are deletable by the user by prefixing the name with `_USER_DEFINED`.
|game= arma3
|version= 1.50
}}


Example: <code>[[createMarker]] "_USER_DEFINED someMarkerName"</code>
{{Note
</dd>
|user= X39
</dl>
|timestamp= 20180528115700
|text= In {{arma3}}, one can create markers which are deletable by the user by prefixing the name with {{hl|_USER_DEFINED}}.


Example:
<sqf>createMarker "_USER_DEFINED someMarkerName"</sqf>
}}


<h3 style="display:none">Bottom Section</h3>
{{Note
[[Category:Command Group: Markers|{{uc:{{PAGENAME}}}}]]
|user= 7erra
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
|timestamp= 20190503155300
[[Category:Scripting Commands OFP Elite |{{uc:{{PAGENAME}}}}]]
|text= There is a new function with which you can create a marker with all settings applied in one step: [[BIS_fnc_stringToMarker]] and [[BIS_fnc_stringToMarkerLocal]]
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]
|game= arma3
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
|version= 1.92
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
}}
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= Tirpitz
<dd class="notedate">Posted on April 11, 2019 - 07:10 (UTC)</dd>
|timestamp= 20210126224200
<dt class="note">[[User:killzone_kid|killzone_kid]]</dt>
|text= When creating a marker with the name format: "_USER_DEFINED #n1/n2/n3".
<dd class="note">
n1 can be used to set the owner, n2 I think is an incrementing index to ensure markers are unique, to this end also mangle some more characters onto the end of the string, and n3 is the channel ID the marker is in.
Passing object as argument for position may produce slightly different position than when explicitly obtaining object position via position commands, as in  
<sqf>
<code>[[createMarker]] ["marker1", _obj]</code>
_markerName = format ["_USER_DEFINED #%1/%2/%3" , clientOwner,_index, _ChannelID];
may slightly differ from
_marker = createMarkerLocal [_markerName, _pos];
<code>[[createMarker]] ["marker1", [[ASLtoAGL]] [[getPosASL]] _obj]</code>
</sqf>
This is because when object passed as position, the raw [[getPosWorld]] is used
}}
<code>[[createMarker]] ["marker1", [[ASLtoAGL]] [[getPosWorld]] _obj]</code> will produce identical result in this case, but may not be what is required
</dd>
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= POLPOX
<dd class="notedate">Posted on May 3, 2019 - 15:53 (UTC)</dd>
|timestamp= 20230708160357
<dt class="note">[[User:7erra|7erra]]</dt>
|text= If you use the letter "/" in the name, it may break the channel visibilities (especially in MP).
<dd class="note">
Possible reason is described above by Tirpitz, the engine may confuse which channel the marker belongs to after the "/".
{{GVI|arma3|1.92}} There is a new function with which you can create a marker with all settings applied in one step: [[BIS_fnc_stringToMarker]] and [[BIS_fnc_stringToMarkerLocal]]
}}
</dd>
</dl>
<!-- DISCONTINUE Notes -->

Latest revision as of 11:57, 1 November 2024

Hover & click on the images for description

Description

Description:
Creates a new map marker at the given position. The marker will be created for every connected player as well as all JIP players. The marker name has to be unique; the command will be ignored if a marker with the given name already exists.
The marker will be visible only once at least markerType has been defined:
_marker = createMarker ["markername", player]; // Not visible yet. _marker setMarkerType "hd_dot"; // Visible.
If the marker position is given in 3D format, the z-coordinate is stored with the marker and will be used when the marker is passed to commands such as createVehicle, createUnit, createAgent, createMine or setVehiclePosition.
When a marker is manually placed in the editor, z is always 0, which means the marker is placed on the ground. But when the player places a marker on the map in game, it is placed at sea level, so the z-coordinate of that marker is -getTerrainHeightASL markerPos "userMarker";.
Multiplayer:
Multiplayer optimisation: Global marker commands always broadcast the entire marker state over the network. As such, the number of network messages exchanged when creating or editing a marker can be reduced by performing all but the last operation using local marker commands, then using a global marker command for the last change (and subsequent global broadcast of all changes applied to the marker).
Problems:
setMarkerDrawPriority sorts allMapMarkers from least to most priority. Before Arma 3 logo black.png2.18 createMarker/createMarkerLocal did not care about drawing priority and added the created marker to the end of the array, making it top priority. Running setMarkerDrawPriority again sorted this issue.
Groups:
Markers

Syntax

Syntax:
createMarker [name, position, channel, creator]
Parameters:
name: String - the marker's name, used to reference the marker in scripts.
position: Array or Object - Position2D, PositionAGL or Object. In case of an object, the object's model [0,0,0] is used.
since Arma 3 logo black.png2.02
channel: Number - (Optional, default -1) the marker channel - see Channel IDs (for multiplayer)
since Arma 3 logo black.png2.02
creator: Object - (Optional, default objNull) the marker creator (for multiplayer)
Return Value:
String - the marker's name or empty string if the marker name is not unique.

Examples

Example 1:
_marker1 = createMarker ["Marker1", position player];
Example 2:
_marker2 = createMarker ["Marker2", player]; // since Arma 3 1.50

Additional Information

See also:
createMarkerLocal deleteMarker BIS_fnc_markerToString BIS_fnc_stringToMarker

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Soldia - c
Posted on Sep 19, 2015 - 21:02 (UTC)

createMarker accepts an object as position parameter as well . You could try this with the following code (both SP/MP)

_markerstr = createMarker ["markername", player]; _markerstr setMarkerShape "RECTANGLE"; _markerstr setMarkerSize [100, 100];

X39 - c
Posted on May 28, 2018 - 11:57 (UTC)
In Arma 3, one can create markers which are deletable by the user by prefixing the name with _USER_DEFINED. Example:
createMarker "_USER_DEFINED someMarkerName"
7erra - c
Posted on May 03, 2019 - 15:53 (UTC)

There is a new function with which you can create a marker with all settings applied in one step: BIS_fnc_stringToMarker and BIS_fnc_stringToMarkerLocal

Tirpitz - c
Posted on Jan 26, 2021 - 22:42 (UTC)
When creating a marker with the name format: "_USER_DEFINED #n1/n2/n3". n1 can be used to set the owner, n2 I think is an incrementing index to ensure markers are unique, to this end also mangle some more characters onto the end of the string, and n3 is the channel ID the marker is in.
_markerName = format ["_USER_DEFINED #%1/%2/%3" , clientOwner,_index, _ChannelID]; _marker = createMarkerLocal [_markerName, _pos];
POLPOX - c
Posted on Jul 08, 2023 - 16:03 (UTC)
If you use the letter "/" in the name, it may break the channel visibilities (especially in MP). Possible reason is described above by Tirpitz, the engine may confuse which channel the marker belongs to after the "/".