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AnimationPoint

v1.4.8

A standing point that plays arrive, loop, and leave actions. Pair fields start a second loop once enough neighbours are in use.

Find placed ones in the Scene panel with s:AnimationPoint. See Filter.

Where you put it

Put it on the stand entity, not on the prop. The entity forward is the direction the user faces. Vanilla stands are editor-only and use a stand-arrow mesh. A chair sit point uses ChairUsePoint instead of this script.

What you set

NavalDLC\Prefabs\architecture_nord.xml stores this order on a shop stand. PairEntity is a public field that stand does not write. The two position fields at the bottom are on the standing-point base; that stand does not write them, and a throne sit point does.

Panel field What to do with it
ArriveAction Action played on arrival. Empty skips it. The shop stand leaves it empty.
LoopStartAction Action held while the point is in use. The shop stand stores act_stand_1.
PairLoopStartAction Loop used once enough paired users are present. Empty means no pair loop.
LeaveAction Action played when the user steps off. Empty skips it.
GroupId Points with the same id are alternatives. -1 means this point has none.
RightHandItem Item id, or a prefab name, shown in the right hand after the arrive action.
RightHandItemBone Bone for that item. The shop stand stores ItemR.
LeftHandItem Same for the left hand.
LeftHandItemBone Bone for the left item. The shop stand stores ItemL.
PairEntity Entity whose animation points count as the pair. Empty on the shop stand.
MinUserToStartInteraction How many paired users are required before the pair loop. Default 1.
ActivatePairs On: using this point turns the paired points on. The shop stand stores off.
MinWaitinSeconds Shortest AI stay, in seconds. The shop stand stores 30. A negative value means no timed wait.
MaxWaitInSeconds Longest AI stay. The shop stand stores 120.
ForwardDistanceToPivotPoint Shifts the user along the point forward as agent scale changes. The shop stand stores 0.
SideDistanceToPivotPoint Same shift to the side. The shop stand stores 0.
KeepOldVisibility On: conversation hides the hand items and puts them back afterward. The shop stand stores off.
AutoSheathWeapons Sheathe on use. Code default is on. The shop stand stores off. A Chair turns this on for its points at mission start.
AutoEquipWeaponsOnUseStopped Equip when the user leaves. The shop stand stores off.
AutoWieldWeapons Wield when the user leaves. The shop stand stores off.
TranslateUser Moves the user onto the point. Stored true.
HasRecentlyBeenRechecked Runtime flag. The shop stand stores false.
_useOwnPositionInsteadOfWorldPosition Standing-point base. Off uses the world frame. Not written on the shop stand.
_customPlayerInteractionDistance Extra player use distance. 0 on sit points that write it.
NavMeshPrefabName Navmesh prefab for this point. The shop stand leaves it empty.

What it does

The user walks to the point, plays ArriveAction, then holds LoopStartAction. Hand items are attached after the arrive action finishes. If PairEntity has enough users, the point switches to PairLoopStartAction. GroupId of 0 or higher marks alternative points the parent machine can pick among. A loop the player cannot play disables the point for the player.

Where it lives

Managed script, on the standing-point base. Shop, furniture, and spawn-point prefabs under SandBox and NavalDLC store it. Hundreds of town, village, and shipyard scenes store it too.

Examples

Armory clerk stand. NavalDLC\Prefabs\architecture_nord.xml, a child of shop_prop_merchantarmory_a. LoopStartAction is act_stand_1. Arrive, leave, and pair actions are empty. GroupId is -1. Waits are 30 to 120 seconds.

Longer idle. SandBox\Prefabs\sp_editor_spawnpoints.xml stores the same act_stand_1 loop with MaxWaitInSeconds 320 and AutoWieldWeapons on.