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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.