createMarker

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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).
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 Arma 3 logo black.png2.02
creator (Optional): Object - The marker creator for MP Arma 3 logo black.png2.02
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 v1.50

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
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
Arma 3 logo black.png1.92 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
Posted on January 26, 2021 - 22:42 (UTC)
tirpitz
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];