EasyEB Posted May 8, 2021 Posted May 8, 2021 Would this be possible via scripting? Anyone tried it? I'm facing massive problems with the border walls with units not being able to pass them. I know that's the point of a border wall, but...
razo+r Posted May 8, 2021 Posted May 8, 2021 (edited) Have you tried it with trigger zones and the trigger "remove scenery" (or similar name)? Might not work for all walls, but at least for some. Edited May 8, 2021 by razo+r
EasyEB Posted May 9, 2021 Author Posted May 9, 2021 Yes, it can remove them. It’s just not feasable to make trigger zones covering just the border walls.
EasyEB Posted May 9, 2021 Author Posted May 9, 2021 I can remove for example houses with this script Quote local sphere = trigger.misc.getZone('zone') local newPoint = {x = sphere.point.x, y = land.getHeight({x = sphere.point.x, y = sphere.point.z}), z = sphere.point.z} local volS = { id = world.VolumeType.SPHERE, params = { point = newPoint, radius = sphere.radius } } do local ifFound = function(foundItem, val) -- generic search for all scenery if foundItem:getTypeName() == 'BORDERFENCE' then foundItem:destroy() end end world.searchObjects(Object.Category.SCENERY, volS, ifFound) end but the border fences for some reason are not removed.
EvMstein Posted February 24, 2023 Posted February 24, 2023 Hello! did you figure it out how to get all those wall removed yet? None of my script seems to be working on those wall and fence...
TJTAS Posted February 24, 2023 Posted February 24, 2023 On 5/9/2021 at 2:21 PM, EasyEB said: Yes, it can remove them. It’s just not feasable to make trigger zones covering just the border walls. Not even using skinny quad zones?
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