tortuosit 486 Posted May 19, 2020 Hi guys, lets say from editor logic modules I do calls like "[[0,0,1,1],100] execvm "spawnUnits.sqf"" which would spawn me 100 units on the whole map (from 0,0 to 1,1 of worldsize). Now I'd love this: If I sync this editor logic to an area marker, I'd love to detect this and pass the marker size and position to the execvm'ed script. So: Can an editor logic module detect if it's synced to something? If so, can I get the synced markers properties? I'm always wanted to have that and I wonder if I missed something. Thx Share this post Link to post Share on other sites
h - 169 Posted May 26, 2020 You can't sync logic object into a marker, so you would have to use a trigger. Also not entirely sure does 'editor logic module' mean the game logic object or some custom module? Unless I'm completely misunderstanding: If game logic you can run something like this in it's init: private _trigger = (synchronizedObjects this) # 0; 0 = [ [ getPos _trigger, triggerArea _trigger ], 100 ] execVM "spawnUnits.sqf"; If custom module you can run the same in it's expression: expression = "\ private _trigger = (synchronizedObjects _this) # 0;\ [\ [\ getPos _trigger,\ triggerArea _trigger\ ],\ 100\ ] execVM 'spawnUnits.sqf';\ "; Of course this is just a simple example so that for example assumes you're always syncing a single trigger to it. Share this post Link to post Share on other sites