Chair
v1.4.8
A sittable prop. The sit points are child ChairUsePoint entities. ChairType is the only field this script adds. It picks the use text.
Find placed ones in the Scene panel with s:Chair. See Filter.
Where you put it
Put it on the furniture entity. Tag the entity npc_wait or npc_common if civilians should use it. Each sit point is an editor-only child with a blue stand arrow.
What you set
nord_throne stores this order. bd_chair_empire_d leaves ChairType off the file, so the default Chair applies.
| Panel field | What to do with it |
|---|---|
| ChairType | Chair, Log, Sofa, or Ground. This is the name in the use text. The throne stores Chair. |
| PilotStandingPointTag | Pilot stand tag. Both chairs store Pilot. |
| AmmoPickUpTag | Ammo stand tag. Both chairs store ammopickup. |
| WaitStandingPointTag | Wait stand tag. Both chairs store Wait. |
| NavMeshPrefabName | Navmesh prefab. Both chairs leave it empty. |
What it does
The use text is Sit, or Get Up once the player is sitting. ChairType changes the object name: chair, log, sofa, or ground. At mission start every stand point on the chair sheathes weapons. If the sit points share a GroupId, the chair sends an agent to the closest free point in that group.
Where it lives
Managed script. Furniture prefabs are in SandBox\Prefabs\sp_props_furniture.xml. Town, tavern, dungeon, and shipyard scenes place them.
Examples
Nord throne. SandBox\Prefabs\sp_props_furniture.xml, entity nord_throne, tags npc_wait and npc_common, mesh nord_throne. ChairType is Chair. The sit child is chair_sit_position_front.
Empire chair. The same file, entity bd_chair_empire_d, mesh bd_chair_empire_d, the same two tags. ChairType is not written, so it stays Chair. The sit child is chair_sit_position_front_left.