BasicAreaIndicator
v1.4.8
An area marker with a name id and an icon id. The mission name-marker pass draws one for every active copy.
Find placed ones in the Scene panel with s:BasicAreaIndicator. See Filter.
Where you put it
Add it to an empty entity at the spot you want marked. AreaRadius is the reach, in meters. AreaIndex becomes the tag area_marker_ plus that number, same as AreaMarker.
What you set
The spawn prefab basic_area_indicator stores this order. Type is a public field that prefab does not write.
| Panel field | What to do with it |
|---|---|
| IsActive | The name-marker pass skips the point while this is off. The prefab stores true. |
| NameStringId | Game-text id for the name. Empty means no name until something sets one. |
| Type | Icon id. Empty becomes the common-area icon. The prefab does not write 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 false. |
| NavMeshPrefabName | Navmesh prefab. The prefab leaves it empty. |
What it does
In a mission, each active indicator becomes a passage marker. The icon is Type, or common_area when Type is empty. The name is the text for NameStringId. A sabotage mission looks up the entity tagged sabotage_mission_exit_area, leaves the indicator inactive, and turns it on after every objective is used.
No vanilla scene file stores the script. The only authored placement is the spawn prefab.
Where it lives
Managed script, on the area-marker base. Prefab basic_area_indicator is in SandBox\Prefabs\sp_editor_spawnpoints.xml.
Examples
Empty indicator. That prefab. IsActive on, name id empty, radius 3, index 0, CheckToggle off. No mesh.
Sabotage exit. Not a scene override. The sabotage mission finds the entity tagged sabotage_mission_exit_area, reads this script, and enables it only after the objectives are done.