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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.