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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.