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EN API UO Hide
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void UO.Hide();
void UO.Hide(object? serial);
string UO.Hide(object? type, object? x, object? y);
string UO.Hide(object? type, object? x, object? y, object? z);Hide hides a loaded object locally without using Hiding. Resend/Resync clears this local hiding and restores the previous drawing state of loaded objects, including after repeated Hide. Object data is retained; the server Hidden flag is unchanged.
-
serial— Object serial number or a saved alias. -
type— Item graphic ID; -1 matches any type at the specified position. -
x— World X coordinate. -
y— World Y coordinate. -
z— Z elevation; the shorter overload uses 0.
Configure the prefix in C# Scripts IDE; # below is an example. Separate parameters with spaces; quotes keep text in one argument. id means serial and type means graphic. xy x y [z] selects the first loaded object at the point; type alone resolves the first matching loaded object. The third argument of InfoTile(x,y,map) is a map number, not Z.
#hide
#hide id 0x40001234
#hide type 0x0EED
#hide xy 1450 1690
#hide type 0x0EED xy 1450 1690 0
Each block is a complete standalone .csx. Replace demonstration serials, types and coordinates. Arguments follow the signature order; named C# arguments make their roles explicit.
UO.Hide(0x40001234);UO.Print(UO.Hide(0x0EED, 1450, 1690, 0));foreach (int serial in new[] { 0x40001234, 0x40005678 })
UO.Hide(serial);new CommandSample().Execute(UO);
sealed class CommandSample
{
public void Execute(global::ClassicUO.CSharp.CSharpGameApi api)
{
api.Hide(0x40001234);
}
}CSharpGameApi.Hide
-> CSharpScriptGlobals
-> InjectionScript.Runtime.InjectionApiUO.Hide
ClassicUOInjectionApiBridge -> target / serial / type-position selection
-> local hidden-object state -> renderer visibility
ClassicUO — Bad Newbie & C# Scripts IDE