Skip to content

DestructableMissionObject

v1.4.8

Old destruction script. Do not add it. A mission that still has one on an entity closes the game when that entity initialises.

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

Where you put it

Nowhere. The replacement is DestructableComponent.

What you set

The class adds no fields.

What it does

In the editor, opening a scene that still has this script reports that the scene is on the old destruction prefabs. When a mission initialises the entity, the game exits.

Where it lives

Managed script, marked obsolete. No scene.xscene and no prefab under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC stores it.

Examples

No placed copy. The only behavior in the class is that editor init and mission init both reject the old prefab. Nothing in the current official scenes calls it.