DreadedEntity
hideObject and hideObjectGlobal disable object collision in addition to rendering. A3 1.45.131175 (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)
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This command is designed for MP. Hides object on all connected clients as well as JIP. Can be used on static objects. In singleplayer this command behaves just like hideObject.
hideObjectGlobal object
Parameters:
object: Object - object to hideReturns: Nothing
object hideObjectGlobal hidden
Parameters:
Returns: Nothing
hideObjectGlobal myObject; // hides myObject
hideObjectGlobal nearestBuilding [2500, 2500, 0];
myObject hideObjectGlobal true; // hides myObject
myObject hideObjectGlobal false; // shows myObject
[myObject, true] remoteExec ["hideObjectGlobal", 2]; // remote-executes hideObjectGlobal from a client to the server
hideObject · isObjectHidden · deleteCollection
hideObject and hideObjectGlobal disable object collision in addition to rendering. A3 1.45.131175 (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)
As of A3 1,62.134494 running hideObjectGlobal in big loop may cause some objects not to be hidden for a players already connected or passed JIP. To avoid players rendering desync consider running that in preInit schedule of a server.
In A3 1.72.142342 when you hide object via hideObjectGlobal, model sounds still be audible. For e.g. if you delete apex house from map, you still hear a conditioner sound at this spot
Eventhandlers such as "explosion" will work on hidden objects