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barrier_builder

v1.4.8

Builds a barrier along a path. Height comes from Z Scale. Mask chooses who the barrier affects.

Find placed ones with s:barrier_builder. See Filter.

Where you put it

Put it on an empty entity and set Path Name to a path that is not already used. Set the height with Z Scale. A second barrier that reuses a path name is rejected.

What you set

Native panel. Villa barriers store this order.

Panel field What to do with it
Path Name Path to build along. Must be unique.
Mesh Barrier mesh. Opened villa barriers store barrier.
Z Scale Height. Villa uses 3, 5, 6, and 7.
Flip Flips the barrier.
Mask Everything, Only Agents, Only AI Agents, or Only Missile and Melee.
Barrier Checkbox stored beside the mask.
Ai Limiter Checkbox stored beside the mask.
Agent Only Checkbox stored beside the mask.
Missile Only Checkbox stored beside the mask.

What it does

The entity builds the mesh along Path Name at Z Scale. Flip reverses it. Mask is the filter. The four checkboxes are stored with it. If those mask flags disagree, they are reset.

Where it lives

Native script. No prefab under the official modules stores it. Scenes place it directly.

Examples

Villa agent barriers. StoryMode\SceneObj\villa_singular_c. Entity barrier3: path barrier3, mesh barrier, Z Scale 5, Flip off, Mask Only Agents, Barrier off, Ai Limiter on, Agent Only on, Missile Only off. barrier6 uses Z Scale 6. barrier7 uses 5. barrier_exit uses path barrier_exit and Z Scale 3.

Flipped barrier. Same scene, entity barrier1. Flip on, Z Scale 7, path barrier1. The mask and the four checkboxes match barrier3.