teamwolf 20 Posted December 19, 2015 Very sorry if this is a topic already exist since the last update that made you do it globally.last update Fixed: Terrain objects can no longer be hidden locally via hideObject. This feature is now reserved forhideObjectGlobal (server-side only). using this syntax hideObjectGlobal nearestBuilding [2500,2500,0]; ​Still isn't working any ideas? Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted December 19, 2015 I've also had a hard time hiding buildings which finally made me give up and do some dirty, load, but effective workaround: _house = cursorTarget; //or wherever you grab it from _houseType = typeOf _house; _housePos = getPosATL _house; _allSurroundingObjects = nearestObjects [_housePos, [], 50]; { _x allowDamage false; } count _allSurroundingObjects; _house setDamage 1; waitUntil {(_housePos nearestObject "Ruins") distance _housePos < 5}; deleteVehicle (_housePos nearestObject "Ruins"); { _x allowDamage true; } count _allSurroundingObjects; Share this post Link to post Share on other sites
Lala14 135 Posted December 19, 2015 What I'm about to post probably won't help since I have not tested it, however it may help. using nearestObject with the object ID (which can be found in the editor with the ID tag) (which is example 2) is what I do, it's kind of long but can be placed into an array or using a for loop. You would still need to use hideObject/hideObjectGlobal. Also while looking at hideObjectGlobal this has to be executed on the server and not on a player. Don't know if that also helps, but there could be something doing this in both of your scripts. I might try it out later and report back. Share this post Link to post Share on other sites