Yeah, you would need a way to be able to reference a specific instance of an object. MWScript is quite messy in that regard. How you'd get a reference to a specific instance is its own question (allowing instances to have custom tags that a script can search for?), but once you have it, you should be able to manipulate it regardless if it's near or far.akortunov wrote: ↑23 Apr 2021, 15:47 An MW script from ESP can do it only if every target object has an unique ID, what is not a thing for strongholds or Ghostgate. So a target plugin also needs to replace every stronghold object to an unique one. Maybe Lua scripting framework will allow to disable/enable all objects with given ID in game world at once, but it is a separate question.