kvntvan 13 Posted September 21, 2020 Is there anyway to delete objects that don't have a class name and aren't deleted by the hide objects module? In the campaign I'm running, my guys just destroyed a bridge. It didn't actually blow up in game so I told them that I'd just get rid of it in the editor for next time, but when I use the hide terrain object module it doesn't disappear, and when I try to find a class name to reference so I can delete it other ways, no class name exists. It seems the bridge is just built into the terrain. Is there anyway to get rid of it or do I just have my players pretend that its destroyed? this is the bridge in question. Share this post Link to post Share on other sites
pierremgi 4822 Posted September 22, 2020 which map? Share this post Link to post Share on other sites
kvntvan 13 Posted September 22, 2020 Its a mod map called Prei Khmaoch Luong, or RHSPKL. This is the workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=1978754337 Share this post Link to post Share on other sites
pierremgi 4822 Posted September 23, 2020 place a trigger on the river, near the bridge (or on it): NOT server only condition: TRUE on activation: { hideObject (getPos thisTrigger nearestObject _x) } forEach [138759,138760,138761,139106,139107,139108,139109,139176,138721,138722,138723,139110,139111,139112,139113]; Et voilà 1 Share this post Link to post Share on other sites
kvntvan 13 Posted September 23, 2020 i'll try that immediately! Share this post Link to post Share on other sites
kvntvan 13 Posted September 23, 2020 *EDIT* Nevermind, all I had to do was delete the semicolon and it did NOT delete the other bridges so great it works perfectly. Thank you very much! Share this post Link to post Share on other sites
pierremgi 4822 Posted September 23, 2020 hmmm that works. So, delete this code and rewrite it manually. There must be an invalid hidden character somewhere (known BI forum bug by copying/pasting) As you can see, your code error added a call {} wrapping the code (for nuts). Spoiler If you don't succeed in, close the mission, edit the mission.sqm (not binarized of course), find for 139113, you should hit this line. remove the call {} and keep the core of the code. Share this post Link to post Share on other sites
pierremgi 4822 Posted September 23, 2020 39 minutes ago, kvntvan said: *EDIT* Nevermind, all I had to do was delete the semicolon and it did NOT delete the other bridges so great it works perfectly. Thank you very much! Ah OK, saw that lately. No, if you want to delete another (non-object) you need to find the 3den id. That's returned in console by cursorObject (in the p3D model), or, while in editor, run on debug console: do3DENAction "ToggleMapIDs"; 1 Share this post Link to post Share on other sites
kvntvan 13 Posted September 23, 2020 oh nice thats good to know. thank you Share this post Link to post Share on other sites
pierremgi 4822 Posted September 23, 2020 Nice map btw. I didn't know RHS made it. Perhaps, they have some Viet army project. I'm more on Unsung but I'll check for new RHS units if any. Share this post Link to post Share on other sites
kvntvan 13 Posted September 28, 2020 its not made from RHS, its made from some guy named bludklot and I think he unofficially joined RHS later on after making that map so he changed the name. I don't think RHS has any plans to make Vietnam era units. Share this post Link to post Share on other sites