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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.