spaceeinstein, I was reading your post again and I realized that you said that "InvisibilitySetting only allows types 0 to 4." When I first read it, I thought you said that only types 0 and 4 are allowed. My mistake.Interesting. When I used opcode 0363: toggle_model_render_at to remove the Callahan Bridge barrier (the same opcode used in main.scm), an InvisibilitySetting entry was added with a type of 2. You say that type 4 is an unloaded dynamic object, but I don't think the Callahan Bridge barrier is a dynamic object, unless my understanding of static and dynamic objects is wrong.
BuildingSwap only allows types 0 to 2 and InvisibilitySetting only allows types 0 to 4. I documented this for VC and haven't fully explored III but they should be equivalent.
That's what I thought, but I just wanted to be sure
My definition of a dynamic object is any object that can change when damaged, like streetlights. When you use the opcode on a streetlight that hasn't been loaded, the type is 4. When you use it on one that has been loaded, the type is 3. Barrier objects are static so type 2 is right.
Perfect, thanks Seemann! So, as long as the object loading in main.scm hasn't been modified, it's safe to assume that the object handles in question will remain the same, correct?For the sake of simplicity consider a handle as an index the pool of same entities. Objects created in the same order will always have the same handle.
1.) Is there a way to confirm that object handles are constant?