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ChairUsePoint

v1.4.8

The sit point on a Chair. It plays the sit, idle, and stand clips, and can randomly lean, drink, or eat.

Find placed ones in the Scene panel with s:ChairUsePoint. See Filter.

Where you put it

Put it on the sit child, not on the chair mesh. Face the arrow the way the sitter should face. Vanilla points are editor-only and use animation_stand_arrow_blue.

What you set

nord_throne stores this order on chair_sit_position_front. Pair, hand, and wait fields are the AnimationPoint rows.

Panel field What to do with it
NearTable On: the sitter may lean on the table. The throne stores off.
NearTableLoopAction Lean loop. Empty on the throne.
NearTablePairLoopAction Lean loop used with a partner. Empty on the throne.
Drink On: the sitter may drink. The throne stores off.
DrinkLoopAction Drink loop. Empty on the throne.
DrinkPairLoopAction Drink loop used with a partner. Empty on the throne.
DrinkRightHandItem Item in the right hand while drinking. Empty on the throne.
DrinkLeftHandItem Item in the left hand while drinking. Empty on the throne.
Eat On: the sitter may eat. The throne stores off.
EatLoopAction Eat loop. Empty on the throne.
EatPairLoopAction Eat loop used with a partner. Empty on the throne.
EatRightHandItem Item in the right hand while eating. Empty on the throne.
EatLeftHandItem Item in the left hand while eating. Empty on the throne.
ArriveAction Sit-down clip. The throne stores act_throne_sit_down_from_front1.
LoopStartAction Idle while seated. The throne stores act_throne_sit_idle1.
PairLoopStartAction Paired idle. Empty on the throne.
LeaveAction Stand-up clip. The throne stores act_throne_stand_up_to_front1.
GroupId Shared id for other seats on the same chair. The throne stores -1.
RightHandItem Item for the plain idle. Empty on the throne.
RightHandItemBone Bone for that item. The throne stores ItemR.
LeftHandItem Left-hand item for the plain idle. Empty on the throne.
LeftHandItemBone Bone for the left item. The throne stores ItemL.
MinUserToStartInteraction Paired users needed before the pair loop. The throne stores 1.
ActivatePairs On: sitting here enables the paired points. The throne stores off.
MinWaitinSeconds Shortest AI stay, in seconds. The throne stores 50.
MaxWaitInSeconds Longest AI stay. The throne stores 320.
ForwardDistanceToPivotPoint Forward shift as agent scale changes. The throne stores 0.
SideDistanceToPivotPoint Side shift. The throne stores 0.
KeepOldVisibility Restore hand items after conversation. The throne stores off.
AutoSheathWeapons The throne stores off. The chair machine turns this on for every point at mission start.
AutoEquipWeaponsOnUseStopped The throne stores off.
AutoWieldWeapons The throne stores off.
TranslateUser The throne stores true.
HasRecentlyBeenRechecked The throne stores false.
_useOwnPositionInsteadOfWorldPosition The throne stores false.
_customPlayerInteractionDistance The throne stores 0.
NavMeshPrefabName The throne leaves it empty.

What it does

The agent sits with ArriveAction, idles on LoopStartAction, and stands with LeaveAction. If NearTable, Drink, or Eat is on and that loop is set, the sitter picks one of those at random, including the plain idle. Crouch or stand from the player leaves the seat.

Where it lives

Managed script, on the animation-point base. Furniture prefabs are in SandBox\Prefabs\sp_props_furniture.xml. Town, village, and shipyard scene files store it as well.

Examples

Throne, front seat. SandBox\Prefabs\sp_props_furniture.xml, child chair_sit_position_front of nord_throne. Sit act_throne_sit_down_from_front1, idle act_throne_sit_idle1, stand act_throne_stand_up_to_front1. Lean, drink, and eat are off. Waits are 50 to 320 seconds.

Empire chair seat. The same file, child chair_sit_position_front_left of bd_chair_empire_d. The script is a ChairUsePoint. Lean, drink, and eat start off, same as the throne.