ArrowBarrel
v1.4.8
A barrel an archer uses to pick up arrows or bolts. The script adds no fields of its own. The panel rows are the usable-machine tags.
Find placed ones in the Scene panel with s:ArrowBarrel. See Filter.
Where you put it
Put it on the barrel entity, mesh arrow_barrel, physics bo_arrow_barrel. A child stand point with StandingPointWithWeaponRequirement is the spot the archer stands.
What you set
Native\Prefabs\props_siege.xml stores this order. There is no barrel-specific field.
| Panel field | What to do with it |
|---|---|
| PilotStandingPointTag | Tag of the pilot stand. The barrel stores Pilot. |
| AmmoPickUpTag | Tag of the ammo stand. The barrel stores ammopickup. |
| WaitStandingPointTag | Tag of the wait stand. The barrel stores Wait. |
| NavMeshPrefabName | Navmesh prefab. The barrel leaves it empty. |
What it does
The use text is Pick Up. Only an agent whose weapon is an arrow or a bolt can use it. The pickup plays event:/mission/combat/pickup_arrows (about 1.03 seconds, max_distance 100000, so it is not a short local bed).
Where it lives
Managed script, on the ammo-barrel base. The prop is arrow_barrel in Native\Prefabs\props_siege.xml and again in Native\Prefabs\quest_props.xml. The sound row is in Native\ModuleData\sound_event_data.gen.xml.
Examples
Siege prop. Native\Prefabs\props_siege.xml, entity arrow_barrel. Mesh arrow_barrel, shape bo_arrow_barrel. The four fields above are the whole script. A child icon_man is the stand.
Quest prop. Native\Prefabs\quest_props.xml has the same entity name, mesh, and the same four values.