[[:Category:Introduced with Armed Assault version 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:
ⓘ
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 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).
|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:
Ⓘ
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 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).
]]
Hover & click on the images for description
Description
- Description:
- createMarker [name, position, channel, creator]
- Groups:
- Markers
Syntax
- Syntax:
- String
- 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:
- allMapMarkers, deleteMarker, createMarkerLocal
setMarkerBrush, setMarkerColor, setMarkerDir
setMarkerPos, setMarkerShape, setMarkerSize
setMarkerText, setMarkerType, setMarkerAlpha, BIS_fnc_markerToString, BIS_fnc_stringToMarker
Examples
- Example 1:
_marker1 = createMarker ["Marker1", position player];
- Example 2:
_marker2 = createMarker ["Marker2", player];
Additional Information
- See also:
- See also needed
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
[[Category:Introduced with Armed Assault version 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:
ⓘ
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 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).
]]
- 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 from
createMarker ["marker1", ASLtoAGL getPosASL _obj]
This is because when object passed as position, the raw getPosWorld is used
createMarker ["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