GenericMissionEventBox
v1.4.8
A volume that fires every GenericMissionEventScript on the same entity when a matching agent walks inside.
Find placed ones with s:GenericMissionEventBox. See Filter.
Where you put it
Put it on a volume_box entity, scaled to the room or the trigger. Add one or more GenericMissionEventScript components on that same entity. The box only checks agents whose visual entity has a tag listed in ActivatorAgentTags.
The helper prefab is editor-only.
What you set
| Panel field | What to do with it |
|---|---|
| ActivatorAgentTags | Tags that may trip the box. The check is a substring of the agent's visual tags. The helper prefab leaves this empty, which trips nothing. |
| NavMeshPrefabName | Navmesh for this entity. The helper leaves it empty. |
What it does
Each tick, if any script on the entity is still enabled, the box looks for an agent inside the volume whose visual tags contain ActivatorAgentTags. The first match fires every enabled GenericMissionEventScript on the entity: event id plus parameter.
Mission listeners that read those events include:
show_quick_information_event— parameter is a tag, then a space, then a text id. The text is shown once, then that script is disabled.activate_agent_aianddeactivate_agent_aiopen_inventory_with_given_itemsstart_eavesdroppingsabotage_objective_used_event
Where it lives
Modules\SandBox\Prefabs\sp_editor_helpers_&_tests.xml, entity generic_mission_event_box.
Examples
No scene file stores this script.
Empty helper. generic_mission_event_box has a volume_box mesh, ActivatorAgentTags empty, and one GenericMissionEventScript with empty EventId and Parameter. Scale the box and fill both scripts before it does anything.