setMarkerPos: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(add. ArmA2 classification)
No edit summary
 
(86 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
|game1= ofp
|version1= 1.00


|1.00|= Game version
|game2= ofpe
|version2= 1.00


|eff= global |= Effects in MP
|game3= arma1
____________________________________________________________________________________________
|version3= 1.00


| Moves the marker. Pos format is [[Position2D]]. |= Description
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| markerName '''setMarkerPos''' pos |= Syntax
|game5= arma2oa
|version5= 1.50


|p1= markerName: [[String]] |= Parameter 1
|game6= tkoh
|p2= pos: [[Array]] - format [[Position2D]] |= Parameter 2
|version6= 1.00


| [[Nothing]] |= Return value
|game7= arma3
____________________________________________________________________________________________
|version7= 0.50
 
|x1= <code>"MarkerOne" '''setMarkerPos''' [[getMarkerPos]] "MarkerTwo"</code> |= Example 1
____________________________________________________________________________________________


| |= See also
|gr1= Markers


|eff= global
|descr= Moves the marker. If position is given in 3D format, {{hl|z}} coordinate is stored with the marker and will be used when marker is passed to commands like [[createVehicle]], [[createUnit]], [[createAgent]], [[createMine]], [[setVehiclePosition]] for example. In case of an object, the object's model [0,0,0] is used.
{{Feature|informative|
'''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).
}}
}}


<h3 style="display:none">Notes</h3>
|s1= markerName [[setMarkerPos]] position
<dl class="command_description">
 
<!-- Note Section BEGIN -->
|p1= markerName: [[String]]
Effect is local in OFP. --Unknown
 
|p2= position: [[Array]] format [[Position#Introduction|Position2D]] or [[Position#PositionAGL|PositionAGL]] or {{GVI|arma3|1.94|size= 0.75}} [[Object]]. In case of an object, the object's model [0,0,0] is used.
|r1= [[Nothing]]
 
|x1= <sqf>"MarkerOne" setMarkerPos getMarkerPos "MarkerTwo";</sqf>
 
|seealso= [[setMarkerPosLocal]] [[setMarkerBrush]] [[setMarkerColor]] [[setMarkerDir]] [[createMarker]] [[setMarkerShape]] [[setMarkerSize]] [[setMarkerText]] [[setMarkerType]] [[setMarkerAlpha]]
}}


This command will not move a marker on dedicated server (if a client calls it). AI will continue to respawn at old spot if you are moving something like respawn_west. --[[User:Doolittle|Doolittle]] 22:25, 31 March 2008 (CEST)
{{Note
<!-- Note Section END -->
|user= Pulverizer
</dl>
|timestamp= 20070323234700
|text= Effect is local in OFP.
|game= ofp
}}


<h3 style="display:none">Bottom Section</h3>
{{Note
[[Category:Scripting Commands|SETMARKERPOS]]
|user= Dr Eyeball
[[Category:Scripting Commands OFP 1.96|SETMARKERPOS]]
|timestamp= 20090807020300
[[Category:Scripting Commands OFP 1.46|SETMARKERPOS]]
|text= The marker position can actually be set in 3D. This has a benefit for respawn markers, when placed at the correct altitude ASL on the LHD, the correct altitude will be used for respawn.
[[Category:Scripting Commands ArmA|SETMARKERPOS]]
There is no particular benefit for regular markers since [[markerPos]] will still return 0 for the altitude array element. // Tip obtained from Xeno
[[Category:Command Group: Markers|SETMARKERPOS]]
}}
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]

Latest revision as of 11:56, 1 November 2024

Hover & click on the images for description

Description

Description:
Moves the marker. If position is given in 3D format, z coordinate is stored with the marker and will be used when marker is passed to commands like createVehicle, createUnit, createAgent, createMine, setVehiclePosition for example. In case of an object, the object's model [0,0,0] is used.
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).
Groups:
Markers

Syntax

Syntax:
markerName setMarkerPos position
Parameters:
markerName: String
position: Array format Position2D or PositionAGL or Arma 3 logo black.png1.94 Object. In case of an object, the object's model [0,0,0] is used.
Return Value:
Nothing

Examples

Example 1:
"MarkerOne" setMarkerPos getMarkerPos "MarkerTwo";

Additional Information

See also:
setMarkerPosLocal setMarkerBrush setMarkerColor setMarkerDir createMarker setMarkerShape setMarkerSize setMarkerText setMarkerType setMarkerAlpha

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
Pulverizer - c
Posted on Mar 23, 2007 - 23:47 (UTC)

Effect is local in OFP.

Dr Eyeball - c
Posted on Aug 07, 2009 - 02:03 (UTC)
The marker position can actually be set in 3D. This has a benefit for respawn markers, when placed at the correct altitude ASL on the LHD, the correct altitude will be used for respawn. There is no particular benefit for regular markers since markerPos will still return 0 for the altitude array element. // Tip obtained from Xeno