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DynamicObjectAnimationPoint

v1.4.8

A standing point that plays an arrive action, a loop, and a leave action, and can put an item in each hand while the point is in use.

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

Where you put it

Add the script to the standing-point entity the agent should walk onto. Pair points that share a GroupId of 0 or higher are alternatives. A paired entity can be tagged alternative.

What you set

The only vanilla copy stores the rows in this order. Inherited standing-point rows are included because that file stores them.

Panel field What to do with it
ForwardDistanceToPivotPoint Meters forward from the point to the pivot the user faces. Default 0.
LeftHandItemBone Bone for the left-hand item. The copy stores ItemL.
LeaveAction Action played when the user lets go. Empty on the copy.
AutoWieldWeapons Standing-point flag. The copy leaves it off.
NavMeshPrefabName Navmesh prefab. Empty on the copy.
ActionSpeed Playback speed of the actions. Default 1.
GroupId 0 or higher marks this point as one of a set of alternatives. Default -1 (no set).
LoopStartAction Action looped while the point is in use.
LeftHandItem Item id put in the left hand while in use. Empty means none.
ArriveAction Action played as the user arrives. Empty on the copy.
AutoSheathWeapons Standing-point flag. The copy leaves it on.
KeepOldVisibility On: do not hide the agent's own items when they start using the point.
RightHandItem Item id for the right hand.
HasRecentlyBeenRechecked Standing-point flag. The copy leaves it off.
TranslateUser On: the user is moved onto the point. The copy leaves it on.
_useOwnPositionInsteadOfWorldPosition On: the use frame uses the entity position instead of the world frame. Off on the copy.
_customPlayerInteractionDistance Player use distance. 0 keeps the normal distance.
SideDistanceToPivotPoint Meters to the side from the point to the pivot. Default 0.
AutoEquipWeaponsOnUseStopped Re-equip when use stops. Off on the copy.
RightHandItemBone Bone for the right-hand item. The copy stores ItemR.

What it does

On use, the agent plays ArriveAction if it is set, then loops LoopStartAction. RightHandItem and LeftHandItem are attached to the bones while the point is active. Letting go plays LeaveAction when that name is set. GroupId of -1 means this point has no alternative.

Where it lives

Managed script on the standing-point base. The only copy is in NavalDLC\AssetPackages\nested_prefabs_packed.xml. No loose prefab and no scene.xscene stores it.

Examples

Tinkering point on the incinerate prop. Packed entity use_point under gangradir_incinerate_1. LoopStartAction is act_agent_binds_machine_tinkering. ArriveAction and LeaveAction are empty. Both item ids are empty. GroupId is -1. ActionSpeed is 1. Hand bones are ItemR and ItemL. The packed file contains three of these scripts. The second opened copy uses the same loop action.