AnimatedBasicAreaIndicator
v1.4.8
An area marker with a name and an icon id. In a town or village it claims the usable machines inside its radius. No vanilla scene saves this script.
Find placed ones in the Scene panel with s:AnimatedBasicAreaIndicator. See Filter.
Where you put it
Add the script to an empty entity at the spot you want marked. AreaRadius is the reach, in meters. AreaIndex becomes the tag area_marker_ plus that number. Two markers with the same index share one tag.
What you set
The editor shows the public fields. Nothing in vanilla writes them into a prefab, so these are the code defaults.
| Panel field | What to do with it |
|---|---|
| AreaRadius | Meters around the entity. Default 3. Usable machines inside this distance are the ones the marker claims. |
| AreaIndex | Number in the tag area_marker_0, area_marker_1, and so on. Default 0. |
| CheckToggle | While checked, the editor draws helpers. Opening the scene in the editor clears it. |
| NameStringId | Game-text id for the name. Empty means no name until code sets one. |
| Type | Icon id. The floating-fortress battle sets it to quest. The town marker pass that turns an empty type into the common-area icon reads BasicAreaIndicator, not this script. |
What it does
In a town or village, usable machines inside AreaRadius are taken off their old spawn tag and grouped under area_marker_{AreaIndex}. A player conversation point inside the radius is grouped the same way.
The town name-marker pass draws BasicAreaIndicator, not this script. The one vanilla caller is the floating-fortress battle. It creates the script at runtime on an empty entity over each enemy ballista, sets the name to Target, Type to quest, and AreaRadius to 1.5, then moves that entity with the weapon.
Where it lives
Managed script, on the area-marker base. No scene.xscene and no prefab under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC stores it.
Examples
Enemy ballista target. Not a placed scene entity. During the floating-fortress mission the code adds this script to a new empty entity, name Target, type quest, radius 1.5, and keeps the entity on the ballista until that weapon is destroyed.