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	<updated>2026-04-03T23:25:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3402</id>
		<title>Mission Scripting Resources</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3402"/>
		<updated>2024-07-12T00:02:31Z</updated>

		<summary type="html">&lt;p&gt;Njpatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Scripted Markers==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adding a Marker===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
!THIS IS LOCAL TO EACH CLIENT AND SHOULD NEVER BE RUN ON AUTHORITY!&lt;br /&gt;
&lt;br /&gt;
Either in a trigger entity or in a script, put this line of code into your OnInit/OnPostInit Function:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GetGame().GetCallqueue().CallLater(CheckAddMarkers, 1, true);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then paste this function anywhere in your script or trigger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void CheckAddMarker()&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
  CRF_GameModePlayerComponent gameModePlayerComponent = CRF_GameModePlayerComponent.GetInstance();&lt;br /&gt;
&lt;br /&gt;
  if (!gameModePlayerComponent) &lt;br /&gt;
&lt;br /&gt;
  return;&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  gameModePlayerComponent.AddScriptedMarker(&amp;quot;aSiteTrigger&amp;quot;, &amp;quot;0 0 0&amp;quot;, 0, &amp;quot;Bomb Site A&amp;quot;, &amp;quot;{2984D5F19FA61B6E}UI/Textures/Icons/InventoryHints/InventoryHint_SuppliesAvailable.edds&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  GetGame().GetCallqueue().Remove(CheckAddMarkers);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What this does is essentially waits for each player to initialize their CRF_GameModePlayerComponent and then adds a scripted marker to their map. The params for the AddScriptedMarker function are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
markerEntityName is the name of the entity the marker will track.&lt;br /&gt;
&lt;br /&gt;
markerOffset is the offset from the marker entity. (This can also be the vector pos for a static marker, set the &amp;quot;markerEntityName&amp;quot; param to &amp;quot;Static Marker&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
timeDelay is the delay between marker updates.&lt;br /&gt;
&lt;br /&gt;
markerImage is the image displayed on the map (must be a .edds file).&lt;br /&gt;
&lt;br /&gt;
markerText is the text displayed on the map just under the image.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void AddScriptedMarker(string markerEntityName, vector markerOffset, int timeDelay, string markerText, string markerImage)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That&amp;#039;s how you add a marker. It&amp;#039;s nice and simple, right? Well, lets now go over how to remove a marker:&lt;br /&gt;
&lt;br /&gt;
===Removing a Marker===&lt;br /&gt;
&lt;br /&gt;
Run this in your script/trigger when you want to remove a marker&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void RemoveMarker()&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
CRF_GameModePlayerComponent gameModePlayerComponent = CRF_GameModePlayerComponent.GetInstance();&lt;br /&gt;
&lt;br /&gt;
  if (!gameModePlayerComponent) &lt;br /&gt;
&lt;br /&gt;
  return;&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  gameModePlayerComponent.RemoveScriptedMarker(&amp;quot;aSiteTrigger&amp;quot;, &amp;quot;0 0 0&amp;quot;, 0, &amp;quot;Bomb Site A&amp;quot;, &amp;quot;{2984D5F19FA61B6E}UI/Textures/Icons/InventoryHints/InventoryHint_SuppliesAvailable.edds&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The RemoveScriptedMarker function uses the exact same parameters you initially put into the AddScriptedMarker function to remove the marker from the player&amp;#039;s maps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void RemoveScriptedMarker(string markerEntityName, vector markerOffset, int timeDelay, string markerText, string markerImage);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Njpatman</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3401</id>
		<title>Mission Scripting Resources</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3401"/>
		<updated>2024-07-12T00:01:53Z</updated>

		<summary type="html">&lt;p&gt;Njpatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mission Scripting Resources==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Custom Scripted Markers==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adding a Marker===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
!THIS IS LOCAL TO EACH CLIENT AND SHOULD NEVER BE RUN ON AUTHORITY!&lt;br /&gt;
&lt;br /&gt;
Either in a trigger entity or in a script, put this line of code into your OnInit/OnPostInit Function:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GetGame().GetCallqueue().CallLater(CheckAddMarkers, 1, true);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then paste this function anywhere in your script or trigger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void CheckAddMarker()&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
  CRF_GameModePlayerComponent gameModePlayerComponent = CRF_GameModePlayerComponent.GetInstance();&lt;br /&gt;
&lt;br /&gt;
  if (!gameModePlayerComponent) &lt;br /&gt;
&lt;br /&gt;
  return;&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  gameModePlayerComponent.AddScriptedMarker(&amp;quot;aSiteTrigger&amp;quot;, &amp;quot;0 0 0&amp;quot;, 0, &amp;quot;Bomb Site A&amp;quot;, &amp;quot;{2984D5F19FA61B6E}UI/Textures/Icons/InventoryHints/InventoryHint_SuppliesAvailable.edds&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  GetGame().GetCallqueue().Remove(CheckAddMarkers);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What this does is essentially waits for each player to initialize their CRF_GameModePlayerComponent and then adds a scripted marker to their map. The params for the AddScriptedMarker function are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
markerEntityName is the name of the entity the marker will track.&lt;br /&gt;
&lt;br /&gt;
markerOffset is the offset from the marker entity. (This can also be the vector pos for a static marker, set the &amp;quot;markerEntityName&amp;quot; param to &amp;quot;Static Marker&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
timeDelay is the delay between marker updates.&lt;br /&gt;
&lt;br /&gt;
markerImage is the image displayed on the map (must be a .edds file).&lt;br /&gt;
&lt;br /&gt;
markerText is the text displayed on the map just under the image.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void AddScriptedMarker(string markerEntityName, vector markerOffset, int timeDelay, string markerText, string markerImage)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That&amp;#039;s how you add a marker. It&amp;#039;s nice and simple, right? Well, lets now go over how to remove a marker:&lt;br /&gt;
&lt;br /&gt;
===Removing a Marker===&lt;br /&gt;
&lt;br /&gt;
Run this in your script/trigger when you want to remove a marker&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void RemoveMarker()&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
CRF_GameModePlayerComponent gameModePlayerComponent = CRF_GameModePlayerComponent.GetInstance();&lt;br /&gt;
&lt;br /&gt;
  if (!gameModePlayerComponent) &lt;br /&gt;
&lt;br /&gt;
  return;&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  gameModePlayerComponent.RemoveScriptedMarker(&amp;quot;aSiteTrigger&amp;quot;, &amp;quot;0 0 0&amp;quot;, 0, &amp;quot;Bomb Site A&amp;quot;, &amp;quot;{2984D5F19FA61B6E}UI/Textures/Icons/InventoryHints/InventoryHint_SuppliesAvailable.edds&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The RemoveScriptedMarker function uses the exact same parameters you initially put into the AddScriptedMarker function to remove the marker from the player&amp;#039;s maps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void RemoveScriptedMarker(string markerEntityName, vector markerOffset, int timeDelay, string markerText, string markerImage);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Njpatman</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3400</id>
		<title>Mission Scripting Resources</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3400"/>
		<updated>2024-07-11T23:54:28Z</updated>

		<summary type="html">&lt;p&gt;Njpatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mission Scripting Resources==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Custom Scripted Markers==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Adding a Marker&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
//! THIS IS LOCAL TO EACH CLIENT, SHOULD NEVER BE RUN ON AUTHORITY!&lt;br /&gt;
&lt;br /&gt;
//Either in a trigger entity or in a script, put this line of code into your OnInit/OnPostInit Function:&lt;br /&gt;
&lt;br /&gt;
GetGame().GetCallqueue().CallLater(CheckAddMarkers, 1, true);&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
//Then paste this fucntion anywhere in your script or trigger&lt;br /&gt;
&lt;br /&gt;
void CheckAddMarker()&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
  CRF_GameModePlayerComponent gameModePlayerComponent = CRF_GameModePlayerComponent.GetInstance();&lt;br /&gt;
&lt;br /&gt;
  if (!gameModePlayerComponent) &lt;br /&gt;
&lt;br /&gt;
  return;&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  gameModePlayerComponent.AddScriptedMarker(&amp;quot;aSiteTrigger&amp;quot;, &amp;quot;0 0 0&amp;quot;, 0, &amp;quot;Bomb Site A&amp;quot;, &amp;quot;{2984D5F19FA61B6E}UI/Textures/Icons/InventoryHints/InventoryHint_SuppliesAvailable.edds&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  GetGame().GetCallqueue().Remove(CheckAddMarkers);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
//What this does is essentially waits for each player to initialize their CRF_GameModePlayerComponent and then adds a scripted marker to their map, the params for the AddScriptedMarker function are as follows:&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
//! !LOCAL! Adds a scripted marker on the users map which will follow the specified entity&lt;br /&gt;
&lt;br /&gt;
//! \param[in] markerEntityName is the name of the entity the marker will track.&lt;br /&gt;
&lt;br /&gt;
//! \param[in] markerOffset is the offset from the marker entity. (This can also be the vector pos for a static marker, simply set the &amp;quot;markerEntityName&amp;quot; param to &amp;quot;Static Marker&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
//! \param[in] timeDelay is the delay between marker updates.&lt;br /&gt;
&lt;br /&gt;
//! \param[in] markerImage is the image that will be displayed on the map (must be a .edds file).&lt;br /&gt;
&lt;br /&gt;
//! \param[in] markerText is the text that will be displayed on the map just under the image.&lt;br /&gt;
&lt;br /&gt;
void AddScriptedMarker(string markerEntityName, vector markerOffset, int timeDelay, string markerText, string markerImage)&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
// That&amp;#039;s how you add a marker, nice and simple, right? Well, lets now go over how to remove a marker:&lt;br /&gt;
&lt;br /&gt;
//Simply run this in your script/trigger when you want to remove a marker&lt;br /&gt;
&lt;br /&gt;
void RemoveMarker()&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
CRF_GameModePlayerComponent gameModePlayerComponent = CRF_GameModePlayerComponent.GetInstance();&lt;br /&gt;
&lt;br /&gt;
  if (!gameModePlayerComponent) &lt;br /&gt;
&lt;br /&gt;
  return;&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  gameModePlayerComponent.RemoveScriptedMarker(&amp;quot;aSiteTrigger&amp;quot;, &amp;quot;0 0 0&amp;quot;, 0, &amp;quot;Bomb Site A&amp;quot;, &amp;quot;{2984D5F19FA61B6E}UI/Textures/Icons/InventoryHints/InventoryHint_SuppliesAvailable.edds&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
// The RemoveScriptedMarker function uses the exact same params you initially put into the AddScriptedMarker function to remove the marker from players maps.&lt;br /&gt;
&lt;br /&gt;
void RemoveScriptedMarker(string markerEntityName, vector markerOffset, int timeDelay, string markerText, string markerImage)&lt;/div&gt;</summary>
		<author><name>Njpatman</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3399</id>
		<title>Mission Scripting Resources</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3399"/>
		<updated>2024-07-11T23:46:14Z</updated>

		<summary type="html">&lt;p&gt;Njpatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mission Scripting Resources==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Custom Scripted Markers==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Adding a Marker&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
// ! THIS IS LOCAL TO EACH CLIENT, SHOULD NEVER BE RUN ON AUTHORITY !&lt;br /&gt;
&lt;br /&gt;
//Either in a trigger entity or in a script, put this line of code into your OnInit/OnPostInit Function:&lt;br /&gt;
&lt;br /&gt;
GetGame().GetCallqueue().CallLater(CheckAddMarkers, 1, true);&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
//Then paste this fucntion anywhere in your script or trigger&lt;br /&gt;
&lt;br /&gt;
void CheckAddMarker()&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
  CRF_GameModePlayerComponent gameModePlayerComponent = CRF_GameModePlayerComponent.GetInstance();&lt;br /&gt;
&lt;br /&gt;
  if (!gameModePlayerComponent) &lt;br /&gt;
&lt;br /&gt;
  return;&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  gameModePlayerComponent.AddScriptedMarker(&amp;quot;aSiteTrigger&amp;quot;, &amp;quot;0 0 0&amp;quot;, 0, &amp;quot;Bomb Site A&amp;quot;, &amp;quot;{2984D5F19FA61B6E}UI/Textures/Icons/InventoryHints/InventoryHint_SuppliesAvailable.edds&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  GetGame().GetCallqueue().Remove(CheckAddMarkers);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
//What this does is essentially waits for each player to initialize their CRF_GameModePlayerComponent and then adds a scripted marker to their map, the params for the AddScriptedMarker function are as follows:&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
//! !LOCAL! Adds a scripted marker on the users map which will follow the specified entity&lt;br /&gt;
&lt;br /&gt;
//! \param[in] markerEntityName is the name of the entity the marker will track.&lt;br /&gt;
&lt;br /&gt;
//! \param[in] markerOffset is the offset from the marker entity. (This can also be the vector pos for a static marker, simply set the &amp;quot;markerEntityName&amp;quot; param to &amp;quot;Static Marker&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
//! \param[in] timeDelay is the delay between marker updates.&lt;br /&gt;
&lt;br /&gt;
//! \param[in] markerImage is the image that will be displayed on the map (must be a .edds file).&lt;br /&gt;
&lt;br /&gt;
//! \param[in] markerText is the text that will be displayed on the map just under the image.&lt;br /&gt;
&lt;br /&gt;
void AddScriptedMarker(string markerEntityName, vector markerOffset, int timeDelay, string markerText, string markerImage)&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
// That&amp;#039;s how you add a marker, nice and simple, right? Well, lets now go over how to remove a marker:&lt;br /&gt;
&lt;br /&gt;
//Simply run this in your script/trigger when you want to remove a marker&lt;br /&gt;
&lt;br /&gt;
void RemoveMarker()&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
CRF_GameModePlayerComponent gameModePlayerComponent = CRF_GameModePlayerComponent.GetInstance();&lt;br /&gt;
&lt;br /&gt;
  if (!gameModePlayerComponent) &lt;br /&gt;
&lt;br /&gt;
  return;&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
&lt;br /&gt;
  gameModePlayerComponent.RemoveScriptedMarker(&amp;quot;aSiteTrigger&amp;quot;, &amp;quot;0 0 0&amp;quot;, 0, &amp;quot;Bomb Site A&amp;quot;, &amp;quot;{2984D5F19FA61B6E}UI/Textures/Icons/InventoryHints/InventoryHint_SuppliesAvailable.edds&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
// The RemoveScriptedMarker function uses the exact same params you initially put into the AddScriptedMarker function to remove the marker from players maps.&lt;br /&gt;
&lt;br /&gt;
void RemoveScriptedMarker(string markerEntityName, vector markerOffset, int timeDelay, string markerText, string markerImage)&lt;/div&gt;</summary>
		<author><name>Njpatman</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3398</id>
		<title>Mission Scripting Resources</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting_Resources&amp;diff=3398"/>
		<updated>2024-07-11T23:40:27Z</updated>

		<summary type="html">&lt;p&gt;Njpatman: Created page with &amp;quot;test&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Njpatman</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting&amp;diff=3397</id>
		<title>Mission Scripting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Scripting&amp;diff=3397"/>
		<updated>2024-07-11T23:40:04Z</updated>

		<summary type="html">&lt;p&gt;Njpatman: Created page with &amp;quot;test&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Njpatman</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=3396</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=3396"/>
		<updated>2024-07-11T23:39:36Z</updated>

		<summary type="html">&lt;p&gt;Njpatman: &lt;/p&gt;
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&lt;div&gt;{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;15&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: auto&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Welcome to Coalition ArmA&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Our view on Realism and Fun]]&lt;br /&gt;
*[[Coalition Syllabus]]&lt;br /&gt;
*[[New Infantry Guide]]&lt;br /&gt;
*[[How We Play]]&lt;br /&gt;
*[[Server Information]]&lt;br /&gt;
*[[Registering Help / FAQ]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Information&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Structure]]&lt;br /&gt;
*[[Rules and Regulations|Rules]]&lt;br /&gt;
*Roster&lt;br /&gt;
*[[Session Information|Campaigns]]&lt;br /&gt;
*[[After-Action Reviews (AARs)]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Content Creation &amp;amp; Contribution&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*[[How to help]]&lt;br /&gt;
*[[Reforger Mission Making|Setting up Mission Making]]&lt;br /&gt;
*[[Advanced Mission Making]]&lt;br /&gt;
** [[Setting up Peer Tool]]&lt;br /&gt;
** [[Mission Scripting]]&lt;br /&gt;
** [[Mission Scripting Resources]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coalition Community Operations (CCO)&lt;br /&gt;
*[[What is a CCO]]&lt;br /&gt;
*[[Registration|Registering for a CCO]]&lt;br /&gt;
*[[Slotting and Connecting]]&lt;br /&gt;
*[[CCO History]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coalition Flight Club (CFC)&lt;br /&gt;
*[[What is CFC]]&lt;br /&gt;
*[[Slotting &amp;amp; Connecting]]&lt;br /&gt;
*[[CFC Rules]]&lt;br /&gt;
*[[CFC FAQ]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Leader information&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ArmA Training (UNDER CONSTRUCTION)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Basic Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**[[Standard Operating Procedures (SOPs)]]&lt;br /&gt;
**[[Communication and Marking]]&lt;br /&gt;
**[[Formations]]&lt;br /&gt;
**[[Leading and Being Led]]&lt;br /&gt;
**[[Tactics]]&lt;br /&gt;
**[[Warfare]]&lt;br /&gt;
**[[Medical Information]]&lt;br /&gt;
***[[Our Advanced Medical &amp;amp; TCCC]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Advanced Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**[[Anti-Tank Team]]&lt;br /&gt;
**[[Machine Gun Team]]&lt;br /&gt;
**[[Specialty Roles|Other Specialties]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Leadership&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**[[Platoon Leader]]&lt;br /&gt;
**[[Medical Officer]]&lt;br /&gt;
**[[Platoon Sergeant]]&lt;br /&gt;
**[[Squad Leader]]&lt;br /&gt;
**[[Fire Team Leader]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Njpatman</name></author>
	</entry>
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