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ExitDoor

v1.4.8

A use point that ends the mission. The prompt is Leave Area.

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

Where you put it

Add the script to the door entity. Give it a standing-point child the player can use. The script adds no fields of its own.

What you set

The training-field door stores the usable-machine defaults.

Panel field What to do with it
PilotStandingPointTag Pilot tag. Default Pilot.
AmmoPickUpTag Ammo tag. Default ammopickup. The door does not use one.
WaitStandingPointTag Wait tag. Default Wait.
NavMeshPrefabName Navmesh prefab. The door leaves it empty.

What it does

A user on a standing point plays the middle pickup action (act_pickup_middle_begin, or the left-stance version). When that action reaches act_pickup_middle_end, the user lets go and the mission ends. If the pickup cannot start, the user is released and the mission stays open. The focus description is empty.

Where it lives

Managed script on the usable-machine base. One scene stores it.

Examples

Training-field garden door. StoryMode\SceneObj\training_field_2. Entity exit_gate, mesh empire_garden_door_e_close, at about 326, 385. The four rows are the defaults. The child is icon_man (editor-only icon) with a StandingPoint. That child is not tagged Pilot.