Markable
v1.4.8
A destructible target that can show a beam over itself. The tutorial turns that beam on and off. The beam prefab spawned in a mission is always highlight_beam.
Find placed ones with s:Markable. See Filter.
Where you put it
Put it on the same entity as DestructableComponent. The tutorial marks every destructible in a target group that also has this script. The archery pot is the vanilla placement.
What you set
| Panel field | What to do with it |
|---|---|
| MarkerPrefabName | Stored on the pot as highlight_beam. The mission does not read this row. It always spawns the prefab named highlight_beam. |
What it does
On mission start a highlight_beam is created at the entity and hidden. When marking is turned on, the beam is shown and its particle plays for the active time (the tutorial uses 3 seconds), then hides for the passive time (the tutorial uses 10 seconds), then repeats. A destroyed destructible disables the beam. Resetting the passive timer delays the next show while the beam is hidden.
Where it lives
Modules\Native\Prefabs\props_other.xml, inside pot_archery_target_breakable.
Examples
Breakable archery pot. pot_archery_target_breakable / child archery_target_pot, tag ranged_bow. The child has DestructableComponent (destruction state pot_archery_destroyed, DestroyOnAnyHit on, MaxHitPoint 0.1) and Markable with MarkerPrefabName highlight_beam. The same pair is on the second archery_target_pot in that file.
No scene file stores this script. Scenes place the pot prefab.