setMarkerPos: Difference between revisions
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{{ | {{RV|type=command | ||
| ofp |= | |game1= ofp | ||
|version1= 1.00 | |||
|1.00 | |game2= ofpe | ||
|version2= 1.00 | |||
| | |game3= arma1 | ||
|version3= 1.00 | |||
| | |game4= arma2 | ||
|version4= 1.00 | |||
| | |game5= arma2oa | ||
|version5= 1.50 | |||
| | |game6= tkoh | ||
| | |version6= 1.00 | ||
| | |game7= arma3 | ||
|version7= 0.50 | |||
| | |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). | |||
}} | }} | ||
|s1= markerName [[setMarkerPos]] position | |||
|p1= markerName: [[String]] | |||
|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]] | |||
}} | |||
{{Note | |||
|user= Pulverizer | |||
|timestamp= 20070323234700 | |||
|text= Effect is local in OFP. | |||
|game= ofp | |||
}} | |||
{{Note | |||
|user= Dr Eyeball | |||
|timestamp= 20090807020300 | |||
|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. | |||
There is no particular benefit for regular markers since [[markerPos]] will still return 0 for the altitude array element. // Tip obtained from Xeno | |||
}} | |||
[[ | |||
Latest revision as of 11:56, 1 November 2024
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.
- Groups:
- Markers
Syntax
- Syntax:
- markerName setMarkerPos position
- Parameters:
- markerName: String
- position: Array format Position2D or PositionAGL or 1.94 Object. In case of an object, the object's model [0,0,0] is used.
- Return Value:
- Nothing
Examples
- Example 1:
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
- Posted on Mar 23, 2007 - 23:47 (UTC)
-
Effect is local in OFP.
- 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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Markers
- Scripting Commands: Global Effect