drawIcon3D
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Description
- Description:
- Draws an ingame icon at a given position. Command has to be executed each frame. Use onEachFrame or addMissionEventHandler "Draw3D"
- Groups:
- Uncategorised
Syntax
- Syntax:
- drawIcon3D [texture, color, pos, width, height, angle, text, shadow, textSize, font, textAlign, drawSideArrows]
- Parameters:
- [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:
- Nothing
Examples
- Example 1:
- Icon and text:
onEachFrame { drawIcon3D ["targetIcon.paa", [1,1,1,1], getPos cursorTarget, 1, 1, 45, "Target", 1, 0.05, "TahomaB"]; };
- Example 2:
- Just text:
addMissionEventHandler ["Draw3D", { drawIcon3D ["", [1,0,0,1], position cursorTarget, 0, 0, 0, "Target", 1, 0.05, "PuristaMedium"]; }];
Additional Information
- See also:
- drawLine3D
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
Notes
- Posted on August 31, 2013
- Killzone_Kid
- 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. Use additional ASLToAGL if needed.
To draw smooth moving icon for a moving object use visiblePosition and visiblePositionASL accordingly.
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
- AgentRev
- 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.
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)
- DreadedEntity
-
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)
- Iceman77
-
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)
- Ranwer
- 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"];
}];