Difference between revisions of "DCS event mark added"

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m (added underscore to mark_added event)
Line 8: Line 8:
  
 
|desc= Occurs when mark panels or markup shapes get added to the mission by players or scripting functions.  
 
|desc= Occurs when mark panels or markup shapes get added to the mission by players or scripting functions.  
 +
 +
 +
'''idx''': is the unique id associated with the mark.
 +
'''coalition''': coaId. Will be -1 if mark wasn't created for coalition
 +
'''groupID''': groupId. Will be -1 if mark wasn't created for group
  
 
|form=  The mark add event table is in the following format.  
 
|form=  The mark add event table is in the following format.  
Line 13: Line 18:
 
  Event = {
 
  Event = {
 
   id = 25,
 
   id = 25,
   idx = idxMark(IDMark),
+
   idx = number markId,
   time = Time,
+
   time = [[DCS func getAbsTime|Abs time]],
   initiator = Unit,
+
   initiator = [[DCS_Class_Unit|Unit]],
   coalition = -1 (or RED/BLUE),
+
   coalition = [[DCS_singleton_coalition|number coalitionId]],
   groupID = -1 (or ID),
+
   groupID = number groupId,
   text = markText,
+
   text = string markText,
 
   pos = vec3
 
   pos = vec3
 
  }
 
  }

Revision as of 00:30, 15 March 2022


Event: S_EVENT_MARK_ADDED Added with: 2.5.1
Enum ID: 25
Description: Occurs when mark panels or markup shapes get added to the mission by players or scripting functions.


idx: is the unique id associated with the mark. coalition: coaId. Will be -1 if mark wasn't created for coalition groupID: groupId. Will be -1 if mark wasn't created for group

Table Format: The mark add event table is in the following format.
Event = {
 id = 25,
 idx = number markId,
 time = Abs time,
 initiator = Unit,
 coalition = number coalitionId,
 groupID = number groupId,
 text = string markText,
 pos = vec3
}
Examples:
Notes: ID moved from 24 to 25 sometime during patch 2.5.5.
Events: shot, hit, takeoff, land, crash, ejection, refueling, dead, pilot_dead, base_captured, mission_start, mission_end, took_control, refueling_stop, birth, human_failure, detailed_failure, engine_startup, engine_shutdown, player_enter_unit, player_leave_unit, player_comment, shooting_start, shooting_end, mark_added, mark_change, mark_remove, kill, score, unit_lost, landing_after_ejection, discard_chair_after_ejection, weapon_add, landing_quality_mark, ai_abort_mission, weapon_drop