draw icon 3d arma 3
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Description
- Description:
- Draws an icon at the given position in the game globe. This control has to be executed every frame. Employ the Draw3D Mission Issue Handler (which is executed every frame if the user can run across the icon).
In order for the results of this command to be visible through a custom camera, enable HUD with cameraEffectEnableHUD.
showHUD false
volition hide the icon fatigued by this command.
In guild for arrows to appear, the icon texture should exist. The arrow size is proportionate to the icon size. - Groups:
- Interaction
Syntax
- Syntax:
- drawIcon3D [texture, colour, position, width, elevation, angle, text, shadow, textSize, font, textAlign, drawSideArrows, offsetX, offsetY]
- Parameters:
- texture: Cord - Icon texture
- color:
- Array format Colour (RGBA) - Icon color
- 2.04 Array of two Arrays format Color (RGBA) - Icon and text colour
- position: Assortment format PositionAGL - Icon position
- width: Number - Icon width
- tiptop: Number - Icon height
- bending: Number - Icon rotation angle
- text (Optional, default: ""): String - Text label to display adjacent to the icon
- shadow (Optional, default: 0):
- Number -
- 0: No shadow
- 1: Shadow (non used in this context, used in UI context)
- two: Outline
- Boolean -
- true - Outline
- false - No shadow
- Number -
- textSize (Optional, default: size of organization): Number - Size of the text
- font (Optional, default: "RobotoCondensed"): Cord - Font class name from CfgFontFamilies (see FXY File Format - Bachelor Fonts)
- textAlign (Optional, default: "center"): String - Text alignment. Available options:
- "left"
- "center"
- "correct"
- drawSideArrows (Optional, default: false): Boolean - true to describe arrows and the text label at edge of screen when the icon moves off the screen
- since 2.04
- offsetX (Optional, default: 0): Number - X start for the icon text
- since 2.04
- offsetY (Optional, default: 0): Number - Y offset for the icon text
- Render Value:
- Nothing
Examples
- Example 1:
- Icon and text:
addMissionEventHandler ["Draw3D", { drawIcon3D ["targetIcon.paa", [1,1,1,ane], ASLToAGL getPosASLVisual cursorTarget, 1, 1, 45, "Target", 1, 0.05, "TahomaB"]; }];
- Example 2:
- Just text:
addMissionEventHandler ["Draw3D", { drawIcon3D ["", [1,0,0,1], ASLToAGL getPosASLVisual cursorTarget, 0, 0, 0, "Target", one, 0.05, "PuristaMedium"]; }];
- Case 3:
-
iconPos = actor getPos [10, 0] vectorAdd [0,0,2]; addMissionEventHandler ["draw3D", { drawIcon3D [ "\a3\ui_f\data\IGUI\Cfg\Radar\radar_ca.paa", [0,0,1,ane], iconPos, v, five, getDirVisual player, "COMPASS", 0, 0.three, "PuristaMedium", "center", truthful ]; }];
- Example 4:
- Since Arma 3 five 2.03.147270
pos = player getPos [ten, 0] vectorAdd [0,0,ii]; addMissionEventHandler ["draw3D", { _k = 10 / (player altitude pos); drawIcon3D [ "\a3\ui_f\data\IGUI\Cfg\Radar\radar_ca.paa", [1,0,0,i], pos, ane * _k, i * _k, 0, proper name player, 0, 0.04 * _k, "RobotoCondensed", "correct", truthful, 0.005 * _k, -0.035 * _k ]; }];
Additional Data
- Come across too:
- drawLine3D getMissionPath showHUD cameraEffectEnableHUD
Notes
- Written report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only mail service proven facts here! Add Note
- Posted on August 31, 2013
- Killzone_Kid
- Equally control syntax indicates, this command expects icon position in format PositionAGL meaning that over the country it expects PositionATL and over the sea PositionASLW.
This command works well with addon textures, however getting it to display mission textures is a fleck tricky. Follow this guide. - Posted on April 19, 2014
- AgentRev
- You should rely exclusively on modelToWorldVisual for a moving object's icon position if you want it to accurately stay at the correct summit over the sea. It computes faster than ASLtoAGL.
Width, height, and textSize are proportional to the user's interface size, which can optionally be compensated against via size / (getResolution select 5)
Additionally, width and height are inversely proportional to the fovLeft and fovTop parameters from the user's ArmaProfile, and AFAIK those parameters are not retrievable via scripting. For case, a fovTop higher than the default value of 0.75 will make all 3D icons smaller vertically. I'm not sure if this is a bug or by design, yet it is definitely annoying to take into account. - Posted on October 23, 2022 - 02:42 (UTC)
- DreadedEntity
- drawIcon3D and BIS_fnc_addStackedEventHandler work well together.
Using formatting commands with drawIcon3D volition not work, instead, they will exist added to the string.
["uniqueID", "onEachFrame", { drawIcon3D ["myIcon.jpg", [one,one,ane,0.five], getPos role player, 1, i, 0, format ["%1\n%2", "Dreaded", "Entity"]]; }] call BIS_fnc_addStackedEventHandler;
Shown text volition be Dreaded\nEntity. (A3 one.32.127785)The "text" parameter must be a string. You cannot use Structured_Text.
["uniqueID", "onEachFrame", { drawIcon3D [ "myIcon.jpg", [ane,1,1,0.5], getPos player, 1, 1, 0, parseText format ["<t size='i.25' font='PuristaLight' colour='#ff0000'>%ane%2</t>", Dreaded, Entity] ]; }] phone call BIS_fnc_addStackedEventHandler;
(A3 1.32.127785) - Posted on November 13 (2014)
- Iceman77
- Here'south a practical case combining both drawLine3D and drawIcon3D. Annotation: Yous may want to use visiblePosition instead of getPos for moving objects.
DEADPILOTS = []; { if (getText (configFile >> "CfgVehicles" >> typeOf _x >> "textSingular") == "pilot") then { DEADPILOTS pushBack _x; }; } forEach allDeadMen; addMissionEventHandler ["Draw3D", { if ( { actor distance _x <= 15 } count DEADPILOTS > 0 ) then { { _corpsePos = getPos _x; if (player distance _corpsePos <= 15) so { _line1_start = _corpsePos; _line1_end = [(_line1_start select 0), (_line1_start select 1), 0.five]; _line2_start = [(_line1_end select 0), (_line1_end select one) + 0.5, (_line1_end select 2)]; drawLine3D [_line1_start, _line1_end, [0,0,0,0.5]]; drawLine3D [_line1_end, _line2_start, [0,0,0,0.v]]; drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\BasicLook_ca.paa", [0,0,0,0.5], _line2_start, 0.75, 0.75, 0]; }; } forEach DEADPILOTS; }; }];
- Posted on February 11, 2022 - 07:37 (UTC)
- Ranwer
- You can also use getPosWorld (for X and Y but, but not Z), which works splendid in script operation. Hither is an example:
addMissionEventHandler ["Draw3D", { private _pos = getPosWorld player; drawIcon3D [ "a3\ui_f\data\gui\Rsc\RscDisplayArsenal\radio_ca.paa", [1,one,1,i], [_pos select 0, _pos select 1, ane], 0.8, 0.eight, 0, name player, 1, 0.0315, "EtelkaMonospacePro" ]; }];
- Posted on 22 March 22, 2022 - 20:42 (CEST)
- PierreMGI
- If you want to use this control, on each frame, with plenty of objects or entities to marker, you lot can manage weather in order to reduce the number of CPU operations. Ane of the most enervating CPU resource is probably a DrawIcon3D treatment for these objects/entities because even if not displayed (like for objects behind player), the CPU calculates the icons in the defined radius of your nearEntities / nearestObjects control. Don't stay with a simple radius condition (disk selecting entities or nearestObjects) which calculates all, then useless (not displayed), icons! Here is a manner to restrict this command to your screen display: in a onEachFramed context:
// Arma iii unitsToDisplay = allUnits; addMissionEventHandler ["EachFrame", { private _offset = [0,0,0]; { private _screenPosition = worldToScreen (_x modelToWorldVisual _offset); if (_screenPosition isEqualTo []) exitWith {}; // < your drawIcon3D treatment here > } foreach unitsToDisplay }];
Tested with +100 units, equally spread on a disk. (Note: FPS depend also on environment in map. Cull a "desert" for that).
Source: https://community.bistudio.com/wiki/drawIcon3D
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