lawman_actual 24 Posted August 16, 2017 I feel like this should have been asked and answered somewhere already but I haven't found it yet. I'm working on the Takistan CUP map and have just discovered that the minarets are indestructible. This is most unfortunate since I've just spent a while working on a script to detonante an IED inside one which I was really hoping would bring the building down. I was looking into ways of destroying and deleting objects that are already part of the terrain but haven't yet been able to get it to work with CUP buildings. Is there a way? Share this post Link to post Share on other sites
bad benson 1733 Posted August 16, 2017 this should help https://community.bistudio.com/wiki/hideObject you can place a gamelogic onto the building in the editor and put something like this into the init line: (nearestTerrainObjects [this, [], 5, false]) select 0 hideObject true; where this will get you a list of terrain objects in 5 m radius of the logic nearestTerrainObjects [this, [], 5, false] and this select 0 will select the first entry of that list. ________________________ normally one would use this to delete and object https://community.bistudio.com/wiki/deleteVehicle however, terrain objects often times don't work with it. this will work on the ones with damage simulation https://community.bistudio.com/wiki/setDamage if the object doesn't have damage sim you can just use the first approach and place some other ruin model at the position of the original after hiding it. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted August 16, 2017 1 hour ago, lawman_actual said: I'm working on the Takistan CUP map and have just discovered that the minarets are indestructible. AFAIK they should be destructible. Do you load any addon that contains its own minarets? Some non CUP terrians contain their own ports of A2 buildings and/or JBAD and thus overwriting the CUP minaret. Could you check if the minaret is indestructible with only CUP TP loaded? If that is the case, it is definitly a bug and you should consider writing a bug ticket in the CUP bugtracker. 1 Share this post Link to post Share on other sites
lawman_actual 24 Posted August 17, 2017 19 hours ago, NeoArmageddon said: AFAIK they should be destructible. Do you load any addon that contains its own minarets? Some non CUP terrians contain their own ports of A2 buildings and/or JBAD and thus overwriting the CUP minaret. Could you check if the minaret is indestructible with only CUP TP loaded? If that is the case, it is definitly a bug and you should consider writing a bug ticket in the CUP bugtracker. I hadn't actually considered that. I have a fair number of add-ons loaded so I'll have to run some tests and report back. Share this post Link to post Share on other sites
lawman_actual 24 Posted August 17, 2017 19 hours ago, bad benson said: (nearestTerrainObjects [this, [], 5, false]) select 0 hideObject true; where this will get you a list of terrain objects in 5 m radius of the logic nearestTerrainObjects [this, [], 5, false] and this select 0 will select the first entry of that list. ________________________ I have attempted to use hideObject on the minaret in question with no success yet, using the game logic and nearestTerrainObjects method described above Share this post Link to post Share on other sites
lawman_actual 24 Posted August 17, 2017 Update: - Ran with just the mod containing the Map, issue persisted. - Building can be destroyed with a hail of 230mm rockets - Still can't hide or setDamage on the building - Minaret is being found with nearestTerrainObjects and is returned as the first entry in the array Here is the returned value for the minaret: 23689920b80# 33559: a_minaret_porto_ep1.p3d Share this post Link to post Share on other sites