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.