Well... i look into that... but i did something i mentioned, like the tank does to a fence...
I made two .sqs inside the mission folder
cut.sqs
wirecutter.sqs
into cut.sqs goes the following
(object 169294) setdammage 1
the number is just the ID from the fence...
and into wirecutter.sqs goes that
player addaction ["Cut Fence", "cut.sqs"]
and then a trigger around the fence with activation by whoever you like to "cut" that fence...
and into the "on activation" field goes:
[] exec "wirecutter.sqs"
...well
its maybe going somewhere and right now at 3am its ok for me, BUT it makes alot of noise and dust and actually its not cutting a hole into that fence but merely pushing it over..
but its down though... i dont know if the sound will alert any guards or not...
and one more thing, it just works on the fence with its ID inside cut.sqs... so if i want to have several possibilities i have to make some more .sqs ? so every fence has its own trigger and cut.sqs and wirecutter.sqs ?? i know its possible to do with just one or two scripts, but i dunno how to use those variables etc...
peace!