UrbanSkaters
Valued Member!
Edit: I'm running Epoch Origins Lingor . I saw another post that mentioned the issue might be related to Epoch!
Earlier today I noticed that if as an admin I pressed key 1 (which is unlock vehicle) inside a Land_MBG_Police_Station, I would get the option to open and close all the doors that were once considered by myself and other players as just static (the option to open/close doors wasn't available unless i used the admin key). I also notice this works with the big brown boat houses (Lingor Island). So my questions is this:
Why does this piece of code below give the player the option to open/close doors for those particular buildings, and only when using this bit of code? Does anyone know a way to make those doors active without having to use this?
I know what the reveal command does, I'm just confused as to why the object needs to be revealed to the player before they get open/close options lol, and whether there's a way to make this default without using the above code.
Earlier today I noticed that if as an admin I pressed key 1 (which is unlock vehicle) inside a Land_MBG_Police_Station, I would get the option to open and close all the doors that were once considered by myself and other players as just static (the option to open/close doors wasn't available unless i used the admin key). I also notice this works with the big brown boat houses (Lingor Island). So my questions is this:
Why does this piece of code below give the player the option to open/close doors for those particular buildings, and only when using this bit of code? Does anyone know a way to make those doors active without having to use this?
Code:
{player reveal _x;} forEach (player nearObjects ['Land_MBG_Police_Station',25]); //This gives the player open/close options, but not without it?
I know what the reveal command does, I'm just confused as to why the object needs to be revealed to the player before they get open/close options lol, and whether there's a way to make this default without using the above code.
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