BlockadePositionScript
v1.4.8
Lays out the ship slots of a naval blockade as arcs between two child markers. The campaign map reads it when a port is under blockade.
Find placed ones in the Scene panel with s:BlockadePositionScript. See Filter.
Where you put it
Add it to the town entity on the campaign map, next to the town manager. The script reads two children tagged Blockade_Arc_Start and Blockade_Arc_End. The naval map names those entities town_blockade_start and town_blockade_end.
What you set
NavalDLC\SceneObj\Main_map stores this order. RefreshVisualization is a button the scene does not write.
| Panel field | What to do with it |
|---|---|
| MaximumNumberOfShips | Cap on slots. Code default is 12. town_V5 stores 10. town_EW1 stores 8. |
| NumberOfArcs | How many arcs share that cap. Both towns store 4. |
| DistanceBetweenShips | Angle step between ships, in radians. Code default is a quarter turn. town_V5 stores 1.555. |
| DistanceRandomizationOnArcs | Random extra yaw on a slot. Both towns store 0.1. Used only while randomization is on. |
| DistanceRandomizationBetweenArcs | Random extra radius between arcs. Both towns store 0.1. |
| Angle | Sweep of the blockade, in radians. Code default is a right angle. town_V5 stores 1.921. |
| MissionShipId | Prefab dropped when ship visualization is refreshed. Both towns store dromon_ship_nested. |
| ShipScaleFactor | Scale of those preview ships. Code default is 0.052. town_V5 stores 0.045. |
| IsVisualizationEnabled | On: the editor draws the arc while this entity is being edited. town_V5 stores on. |
| IsRandomizationEnabled | On: slot positions jitter. town_V5 stores off. |
| IsShipVisualizationEnabled | On: RefreshVisualization drops MissionShipId on each slot. town_V5 stores off. |
| RefreshVisualization | Button. Rebuilds the arcs and, if ship visualization is on, spawns the preview ships. |
What it does
The two tagged children are the ends of the arc. The script fits a circle through them using Angle, then walks slots along NumberOfArcs. The campaign asks for a slot list up to MaximumNumberOfShips when it shows a blockade at that town.
Where it lives
Managed script. It is stored on town entities in NavalDLC\SceneObj\Main_map. No prefab stores it.
Examples
Vlandian port. NavalDLC\SceneObj\Main_map, entity town_V5 (tag town). MaximumNumberOfShips 10, DistanceBetweenShips 1.555, Angle 1.921, ShipScaleFactor 0.045, visualization on, randomization off.
Empire port. The same scene, entity town_EW1. MaximumNumberOfShips 8, DistanceBetweenShips 1.545. The arc count stays 4.