War Room offers groups membership to a "virtual" task force operating across the various AO's offered by the Arma 3 engine. War Room allows players and groups to review current and past operations as well keep track of individual and group performance statistics.
In-game faction creation tool (ORBATRON) making it very simple to create new factions and groups.ĪLiVE mod introduces revolutionary web services integration by streaming Arma 3 in game data to our ALiVE War Room web platform.MP player support systems such as admin actions, player tags, view distance control, player gear persistence, multi-respawn, crew info and more.Ambient IED, VBIED and suicide bomber threat.Ambient urban combat simulation for close quarters battle.Advanced persistent map markers and tools with SITREP integration.Player logistics system for lift/shift of objects, towing and more.C2ISTAR system for task/mission generation and management, intel via map overlays and SITREP systems.Combat air support, transport, artillery and logistics systems allowing for company level combined arms operations.Complete insurgency simulation based on civilian interaction, recruitment and asymmetric warfare.Military logistics system allowing AI commanders to reinforce and resupply.AI commanders that use different strategies to occupy/invade/terrorize objectives.Virtual AI system allowing for simulation of thousands of AI for large scale scenarios including land, air and sea forces.Automatic map-wide strategic placement of enemy AI for large scale scenarios.Easy to use Arma 3 editor modules for rapid scenario generation.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. When creating a marker with the name format: "_USER_DEFINED #n1/n2/n3". Posted on 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 Posted on Janu22:42 (UTC) tirpitz This is because when object passed as position, the raw getPosWorld is usedĬreateMarker will produce identical result in this case, but may not be what is required Passing object as argument for position may produce slightly different position than when explicitly obtaining object position via position commands, as inĬreateMarker In Arma 3, one can create markers which are deletable by the user by prefixing the name with `_USER_DEFINED`.Įxample: createMarker "_USER_DEFINED someMarkerName" Posted on Ap07:10 (UTC) killzone_kid _markerstr setMarkerSize Posted on 11:57 (UTC) x39
You could try this with the following code (both SP/MP) Only post proven facts here! Add Note Posted on Septem21:02 (UTC) Soldia (JP)ĬreateMarker accepts an object as position parameter as well (A3 - 69). Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums. Examples Example 1: _marker1 = createMarker Example 2: _marker2 = createMarker // since Arma 3 v1.50 Additional Information See also: createMarkerLocal deleteMarker BIS_fnc_markerToString BIS_fnc_stringToMarker Notes channel (Optional): Number (See also Channel IDs) - The marker channel for MP 2.02 creator (Optional): Object - The marker creator for MP 2.02 Return Value: String - The marker's name or empty string if the marker name is not unique. In case of object, the object's PositionWorld is used. position: Array or Object - Position2D, PositionAGL or Object. Groups: Markers Syntax Syntax: createMarker Parameters: name: String - The marker's name, used to reference the marker in scripts. 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). Multiplayer optimisation: Global marker commands always broadcast the entire marker state over the network.