Home   Help Search Login Register  

Author Topic: marker to object  (Read 1047 times)

0 Members and 1 Guest are viewing this topic.

pazuzu

  • Guest
marker to object
« on: 17 Aug 2005, 23:52:57 »
Is it possible to command a marker to position over object?

I cant seem to get it to work...

I've tried the setMarkerPos command and the setpos command and also tried a couple scripts that make markers follow units, groups or vehicles but they don't work for this(at least the way I tried).

I have an ammo crate being dropped by chopper & I want a marker to appear when its dropped, showing where it is.

Thanks.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:marker to object
« Reply #1 on: 17 Aug 2005, 23:55:12 »
setMarkerPos should work.   You're probably making one of these daft little errors that we all make, like you think the ammo crate is named ammocrate1 but in fact its named ammmocrate1.

Tell us exactly what you did and what happened.   How do you know it didn't work?
« Last Edit: 17 Aug 2005, 23:55:41 by macguba »
Plenty of reviewed ArmA missions for you to play

bdfy1985

  • Guest
Re:marker to object
« Reply #2 on: 18 Aug 2005, 00:14:01 »
2pazuzu
you need to post ammodop  script ... Are you camcreating this ammobox ?

pazuzu

  • Guest
Re:marker to object
« Reply #3 on: 18 Aug 2005, 02:25:56 »
No this is an ammo crate already created.

I'm using:

Transporting and para-dropping objects script. By David Berka.

I created a marker named "crate" and named the crate "ammo". I then made a test trigger activated by radio.

In activation field I put: "crate" setMarkerPos getMarkerPos "ammo"

The crate is from the Acat nh90 addon.

I ended up just puting an empty marker to setpos visible marker which puts it in general area of where crate is dropped but I'd rather it be right on crate.

Maybe your right macguba I might have mispelled something so I'll test it more & check back.

Thanks for the help.
 

Offline Pilot

  • Contributing Member
  • **
Re:marker to object
« Reply #4 on: 18 Aug 2005, 02:50:52 »
Ok, I may be totally misunderstanding this thread, but why don't you name the ammo crate:
ACrate

then use the following code:
"crate" setmarkerpos getpos ACrate

Why wouldn't that work? ???

-Student Pilot

funkster

  • Guest
Re:marker to object
« Reply #5 on: 18 Aug 2005, 02:57:44 »
Maybe I dont know what Im talking about (probably  :-\ ),
but dont you have to put:

Code: [Select]
"crate" setMarkerPos {getMarkerPos "ammo"}

??
« Last Edit: 18 Aug 2005, 03:00:25 by funkster »

Offline Pilot

  • Contributing Member
  • **
Re:marker to object
« Reply #6 on: 18 Aug 2005, 04:12:11 »
Not unless you want to place the marker over another marker (or this is some special function with which I am not familiar with ::)).  If you want to place the marker over the ammo crates you will have to use my code:
"crate" setmarkerpos getpos ammo

Make sure the marker is named crate and the ammo boxe is named ammo.

-Student Pilot

pazuzu

  • Guest
Re:marker to object
« Reply #7 on: 18 Aug 2005, 04:20:21 »
Ok, if thats how its done, then I must have just typed something wrong...

Thanks.

Dubieman

  • Guest
Re:marker to object
« Reply #8 on: 18 Aug 2005, 04:43:29 »
Student Pilot is right. Though I thought you needed a pair of ()'s?

"crate" setmarkerpos (getpos ammo)

But I don't know if it matters... ::)

pazuzu

  • Guest
Re:marker to object
« Reply #9 on: 18 Aug 2005, 05:04:59 »
To teleport a unit, vehicle or object I always typed it out like this:

"unit" setMarkerPos getMarkerPos "markername"


pazuzu

  • Guest
Re:marker to object
« Reply #10 on: 18 Aug 2005, 06:14:24 »
Your right GuiltyRoachKillar I needed those ()'s

Problem solved.

Thanks again.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:marker to object
« Reply #11 on: 18 Aug 2005, 09:11:27 »
It seems to have worked but even so it is very bad practice to name name anything "ammo".    ammo is a command which makes it a reserved variable:   if it works you've just been given a lucky break because you should get an error message.    However the game is not robust when it comes to things like this and you can get weird stuff happening.

Change it to ammo1 or something.
Plenty of reviewed ArmA missions for you to play