AreaMarker
v1.4.8
A radius and an index. The index becomes the tag area_marker_ plus that number. Usable machines inside the radius can be grouped under that tag.
Find placed ones in the Scene panel with s:AreaMarker. See Filter.
Where you put it
Add it to an empty entity at the centre of the area. AreaRadius is the reach, in meters. Two markers with the same AreaIndex share one tag.
What you set
The spawn prefab area_marker stores this order.
| Panel field | What to do with it |
|---|---|
| AreaRadius | Meters around the entity. The prefab stores 3. |
| AreaIndex | Number in the tag area_marker_0, area_marker_1, and so on. The prefab stores 0. |
| CheckToggle | While checked, the editor draws helpers. Opening the entity in the editor clears it. The prefab stores true. |
| NavMeshPrefabName | Navmesh prefab. The prefab leaves it empty. |
What it does
Tag is area_marker_ plus AreaIndex. Anything that asks for usable machines in range uses AreaRadius. The name shown for a track is the entity name.
Where it lives
Managed script. The empty prefab is area_marker in SandBox\Prefabs\sp_editor_spawnpoints.xml. Dungeon scenes place that prefab and override the index.
Examples
Empty marker. SandBox\Prefabs\sp_editor_spawnpoints.xml, entity area_marker. Radius 3, index 0, CheckToggle on. No mesh.
Dungeon cell. SandBox\SceneObj\empire_dungeon_a. One area_marker sets AreaIndex to 4 and CheckToggle off. Another sets AreaRadius to 4 and AreaIndex to 1. The same prefab is overridden in the other culture dungeons.