Removing non entity doors
Hi everyone
im new here, and happy to join you all on Umod.

I have a problem that I would like you to help me with, if you can.
I want to remove some doors around monuments, but they are not entities. So my question is, is there any way to remove them anyway ? 

V.

Depends on what you mean by "Door"; a Barricade is a BaseEntity so you ought to be able to find them with a more generic method which searches for just BaseEntity or BaseCombatEntity.  These are often found in doorways, and lead to actual rooms.

BaseEntity > BaseCombatEntity > DecayEntity > Barricade

Also many actual doors are part of the static map and may not be modified or removed.  They could only be modified with a map editor.  Such technology is being developed (thanks to FP opening up their mapping API) though none is yet available (AFAIK).

Thanks for answering, I know there is a command for nearby ID's, but i forgot it.. :( 
Do you know it ?
If you already have the location of the monuments, you can use Vis helpers and a method like this.

List<T> FindEntities<T>(Vector3 position, float distance) where T : BaseEntity
{
    var list = Pool.GetList<T>();
    Vis.Entities(position, distance, list, layerMasks);
    return list;
}​

example usages..

var barricades = FindEntities<Barricade>(monument.transform.position, distance_from_center);

foreach (var barricade in barricades)
{
   barricade.Kill();
}

Pool.FreeList(ref barricades); // this is necessary to ensure the memory is cleaned up optimally

To speed up the Vis helpers, you ought to specify a layer mask..

int layerMasks = LayerMask.GetMask("Construction","Deployed");