DisguiseMissionUsePoint
v1.4.8
A use point only the player can use, within 2 meters. The prompt text is Steal. The description is Steal the information.
Find placed ones in the Scene panel with s:DisguiseMissionUsePoint. See Filter.
Where you put it
Add the script to the prop the player should focus. The vanilla prop is a barrel. The script is the use point itself, not a machine with a separate pilot child.
What you set
The class adds no fields. The barrel prefab stores one inherited row.
| Panel field | What to do with it |
|---|---|
| NavMeshPrefabName | Navmesh prefab for this entity. The barrel leaves it empty. |
The action text and the description are set in code. They are not rows on the prefab.
What it does
The player can use it when they are within 2 meters. Other agents cannot. Using it calls the normal use start and then does nothing else in this class: no item is removed and no mission event is fired here.
Where it lives
Managed script on the usable-object base. The prop is disguise_mission_interactable_barrel in SandBox\Prefabs\sp_props_furniture.xml.
Examples
Information barrel. Prefab disguise_mission_interactable_barrel. Mesh bd_barrel_a, physics bo_bd_barrel_a. The only stored row is an empty NavMeshPrefabName.
Town drop of that barrel. NavalDLC\SceneObj\nord_town_b places prefab="disguise_mission_interactable_barrel" and does not add its own script variables.