{"name":"setMarkerPos","operator":null,"title":"setMarkerPos","type":"command","url":"https://community.bistudio.com/wiki/setMarkerPos","revid":377245,"updated":"2026-01-02T05:03:33Z","groups":["Markers"],"status":"ok","replaced_by":[],"games":[{"game":"ofp","name":"Operation Flashpoint","version":"1.00"},{"game":"ofpe","name":"Operation Flashpoint: Elite","version":"1.00"},{"game":"arma1","name":"Armed Assault","version":"1.00"},{"game":"arma2","name":"Arma 2","version":"1.00"},{"game":"arma2oa","name":"Arma 2: Operation Arrowhead","version":"1.50"},{"game":"tkoh","name":"Take On Helicopters","version":"1.00"},{"game":"arma3","name":"Arma 3","version":"0.50"}],"since":{"game":"ofp","name":"Operation Flashpoint","version":"1.00"},"arma3_since":"0.50","branch":null,"locality":{"argument":null,"effect":"global","server_exec":false},"exec":null,"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.\n\n> [!NOTE]\n> **Multiplayer optimisation:** Global marker commands always broadcast the *entire* marker state over the network.\n> 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).","syntaxes":[{"syntax":"markerName setMarkerPos position","since":null,"effect":null,"exec":null,"params":[{"name":"markerName","type":"String","optional":false,"default":null,"description":null,"types":["String"],"since":null,"text":"markerName: String"},{"name":"position","type":null,"optional":false,"default":null,"description":"Position2D or PositionAGL or Arma 3 v1.94 Object. In case of an object, the object's model [0,0,0] is used.","types":["Position2D","PositionAGL","Object"],"since":null,"text":"position: Position2D or PositionAGL or Arma 3 v1.94 Object. In case of an object, the object's model [0,0,0] is used."}],"returns":{"type":"Nothing","types":["Nothing"],"description":null,"text":"Nothing"},"form":"binary","operator":null,"left":{"text":"markerName","types":["String"]},"right":{"text":"position","types":["Position2D","PositionAGL","Object"]}}],"examples":[{"text":"```sqf\n\"MarkerOne\" setMarkerPos getMarkerPos \"MarkerTwo\";\n```","code":["\"MarkerOne\" setMarkerPos getMarkerPos \"MarkerTwo\";"]}],"multiplayer":null,"problems":null,"aliases":[],"see_also":["setMarkerPosLocal","setMarkerBrush","setMarkerColor","setMarkerDir","createMarker","setMarkerShape","setMarkerSize","setMarkerText","setMarkerType","setMarkerAlpha"],"notes":[{"user":"Pulverizer","date":"2007-03-23T23:47:00Z","text":"Effect is local in OFP."},{"user":"Dr Eyeball","date":"2009-08-07T02:03:00Z","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.\nThere is no particular benefit for regular markers since markerPos will still return 0 for the altitude array element. // Tip obtained from Xeno"}],"categories":["ArmA: Armed Assault: Scripting Commands","Arma 2: Operation Arrowhead: Scripting Commands","Arma 2: Scripting Commands","Arma 3: Scripting Commands","Command Group: Markers","Introduced with Operation Flashpoint version 1.00","Operation Flashpoint: Elite: Scripting Commands","Operation Flashpoint: New Scripting Commands","Operation Flashpoint: Scripting Commands","Scripting Commands","Scripting Commands: Global Effect","Take On Helicopters: Scripting Commands"]}