BurnShipObject
v1.4.8
A usable oil barrel on the blocked-estuary ship. Holding the use point for UseTime seconds marks the barrel used and starts that part of the fire.
Find placed ones in the Scene panel with s:BurnShipObject. See Filter.
Where you put it
Put it on the barrel entity. The pilot stand must be a dynamic-object animation point. The blocked-estuary mission collects every copy under the burning ship.
What you set
The packed storyline mesh stores this order on gangradir_incinerate_1. UseTime is the only field this script adds. The other rows are the usable-machine tags.
| Panel field | What to do with it |
|---|---|
| UseTime | Seconds the user must hold the point. Code default is 5. This barrel stores 3. |
| AmmoPickUpTag | Ammo stand tag. This barrel stores ammopickup. |
| NavMeshPrefabName | Navmesh prefab. This barrel leaves it empty. |
| WaitStandingPointTag | Wait stand tag. This barrel stores Wait. |
| PilotStandingPointTag | Pilot stand tag. This barrel stores Pilot. |
The use text is the combat use key. The description is Barrel of oil.
What it does
The stand starts disabled for the player and is turned on for agents. While someone is using it, a timer runs. Past UseTime, the user is dropped, the machine disables itself, and the estuary mission treats that barrel as spent. The mission will not pick a barrel that already has a user or is already spent.
Where it lives
Managed script. No loose scene stores it. The placement is in NavalDLC\AssetPackages\nested_prefabs_packed.xml, inside storyline_mesh_holder.
Examples
Storyline oil barrel. That packed file, entity gangradir_incinerate_1, tag gangradir_incinerate_1, physics bo_bd_barrel_a. UseTime is 3. The pilot, wait, and ammo tags are the usable-machine defaults.