createMarker: Difference between revisions
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{{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).}} | {{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).}} | ||
|s1= [[createMarker]] [name, position, channel, creator] | |s1= [[createMarker]] [name, position, channel, creator] |
Revision as of 17:04, 18 January 2021
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.
- 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 object, the object's PositionWorld is used.
- channel (Optional): Number (See also Channel IDs) - The marker channel for MP (Template:Since).
- creator (Optional): Object - The marker creator for MP (Template:Since).
- Return Value:
- String
Examples
- Example 1:
_marker1 = createMarker ["Marker1", position player];
- Example 2:
_marker2 = createMarker ["Marker2", player]; // since Arma 3 v1.50
Additional Information
- See also:
- allMapMarkersdeleteMarkercreateMarkerLocal setMarkerBrushsetMarkerColorsetMarkerDir setMarkerPossetMarkerShapesetMarkerSize setMarkerTextsetMarkerTypesetMarkerAlphaBIS_fnc_markerToStringBIS_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
- Posted on September 19, 2015 - 21:02 (UTC)
- Soldia (JP)
-
createMarker accepts an object as position parameter as well (A3 - 1.50.131969). You could try this with the following code (both SP/MP)
_markerstr = createMarker ["markername", player]; _markerstr setMarkerShape "RECTANGLE"; _markerstr setMarkerSize [100, 100];
- Posted on May 28, 2018 - 11:57 (UTC)
- x39
-
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"
- Posted on April 11, 2019 - 07:10 (UTC)
- killzone_kid
-
Passing object as argument for position may produce slightly different position than when explicitly obtaining object position via position commands, as in
createMarker ["marker1", _obj]
may slightly differ fromcreateMarker ["marker1", ASLtoAGL getPosASL _obj]
This is because when object passed as position, the raw getPosWorld is usedcreateMarker ["marker1", ASLtoAGL getPosWorld _obj]
will produce identical result in this case, but may not be what is required - Posted on May 3, 2019 - 15:53 (UTC)
- 7erra
- 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
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Command Group: Markers
- Scripting Commands: Global Effect
- Operation Flashpoint: Elite: Scripting Commands
- Arma 2: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands