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.