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CommonAreaMarker

v1.4.8

Marks an alley. AreaIndex picks which alley in the settlement this marker is. AreaRadius is how far it claims usable machines.

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

Where you put it

Drop prefab common_area_1, common_area_2, or common_area_3 where the alley is. Those prefabs are tagged alley_marker. The name-marker pass only lists markers that have that tag.

What you set

Panel field What to do with it
AreaRadius Meters around the entity. Prefab default 12.
AreaIndex Which alley. 1 is the settlement's first alley, 2 the second. 0 matches none.
Type Stored string. Prefabs leave it empty. The marker methods that pick the alley do not read it.
CheckToggle Area-marker helper. Opening the entity in the editor clears it. Prefabs do not store it.

What it does

AreaIndex selects settlement.Alleys[AreaIndex - 1]. The map marker name is that alley's name, and only if the entity is tagged alley_marker and the alley has an owner.

Inside AreaRadius the marker keeps usable machines tagged npc_common, npc_common_limited, sp_guard, sp_guard_unarmed, or sp_notable. Passages are dropped. Entities tagged sp_common_hidden inside the radius are extra spawn frames. A hideout uses those machines as places to put defenders.

Where it lives

Managed script on the area-marker base. Prefabs are in SandBox\Prefabs\sp_editor_spawnpoints.xml.

Examples

First alley, default radius. Prefab common_area_1. Tag alley_marker, AreaRadius 12, AreaIndex 1, Type empty. common_area_2 is index 2. common_area_3 is index 3.

Village alley pulled wider, type filled in. SandBoxCore\SceneObj\vlandia_village_n. One common_area_1 sets Type to Thicket and AreaRadius to 17.960. AreaIndex stays the prefab's 1.

Forest camp indexes. SandBox\SceneObj\bandit_forest. common_area_3 stores AreaIndex 0. common_area_2 stores AreaIndex 2.