DynamicPatrolAreaParent
v1.4.8
Parent of a patrol path. Its children are the patrol points. The checkpoint mission can disable a point on that path after a corpse was saved there.
Find placed ones in the Scene panel with s:DynamicPatrolAreaParent. See Filter.
Where you put it
Add the script to an empty parent. Tag it dynamic_patrol_area_tag. Under it, add a child per stop. The villa path uses a child named patrol_point_1 with a UsablePlace, and under that a patrol_point with a PatrolPoint.
What you set
| Panel field | What to do with it |
|---|---|
| DrawPath | Stored flag. Code default on. Vanilla scenes store it off. The managed editor tick is empty, so this page does not claim it draws a line. |
| UniqueId | Stored integer. Code default -1. Scenes that were opened store -1. The checkpoint reload does not read this id. |
| NavMeshPrefabName | Navmesh prefab. Vanilla leaves it empty. |
What it does
The stealth patrol logic and the agent handler collect every entity with this script. After a checkpoint reload, the checkpoint mission walks each parent's children. If the first grandchild's tags match a saved corpse's spawn tags, that grandchild's PatrolPoint is disabled.
Where it lives
Managed script. The editor prefab is dynamic_patrol_area in SandBox\Prefabs\sp_editor_spawnpoints.xml. That prefab stores DrawPath off and an empty navmesh name, and it omits UniqueId.
Examples
Villa stealth paths. StoryMode\SceneObj\villa_singular_c. The scene has 44 of these parents. The two that were opened are tagged dynamic_patrol_area_tag, with DrawPath off and UniqueId -1. The first path's child patrol_point_1 holds a UsablePlace. Its child patrol_point is a PatrolPoint with SpawnGroupTag stealth_agent, Index 0, WaitDuration 1.
Dungeon paths. SandBox\SceneObj\empire_dungeon_stealth. 20 parents. The one that was opened has the same tag and the same three values.