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Very nice script :)
isSimpleObject cursorObject
in case that formatting causes confusion
```sqf
isSimpleObject cursorObject
```
while pointing your crosshair at the object in question. The only downsides I can recall is that objects lose everything interactive but their model properties (like collision) and sometimes the script does not cleanly replace the object (position and angle may be a little askew). I'd recommend loading the mission and taking a quick look before running the script live to see if you need to exclude anything.
Are you manually circumventing the limitation of the simple object creation or using a massive BIS_fnc_replaceWithSimpleObject for evetything in the layer?
Asking as, stated in wiki, the later should not be used for MP as it might cause desync.
[this] call BIS_fnc_replaceWithSimpleObject;
This composition uses a function I made to destroy objects I placed in my missions and create simple objects in their place. It doesn't work for absolutely everything and does not account for stuff like animation states but if you want something quick and dirty then this will do.
For example, I used this function to create an H-barrier wall with minimal performance impact and create weapon caches that I do not wish to have inventories or destruction effects.