The hideObject command should hide any object, not just ones that have a classname. Things like walls and fences sometimes need to be cleared out for a specific mission, and simply destroying them leaves a fallen, non-physical shell that can be exploited as one-way visual concealment that allows you to see and shoot enemies when you're inside it.
Description
Description
Details
Details
- Legacy ID
- 2130171440
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- Scripting
Steps To Reproduce
Place a trigger to cover some village, and edit the trigger like so:
Condition: true
On act: {_x hideObject true} forEach nearestObjects [thisTrigger, [], (triggerArea thisTrigger select 0) max (triggerArea thisTrigger select 1)]
Upon starting the mission, objects that have a classname will disappear but objects that don't have a classname are unaffected.