MissionSail
v1.4.8
The sail on a ship. Wind pushes through it, and the sheet trims and folds with the ship's sail setting. The script adds no fields of its own.
Find placed ones with s:MissionSail. See Filter.
Where you put it
Put it on the sail entity, next to sail_visual. Every descendant of that entity, including the sail itself, must have Does not Affect Parent's Local Bounding Box set. If one is missing, the editor warns on the sail. The cloth, the top banner, and force_center_entity live under that sail.
Vanilla keeps a single authored copy on the packed sail_holder prefab. Ships reference that sail.
What you set
| Panel field | What to do with it |
|---|---|
| NavMeshPrefabName | Navmesh for this entity. The sail stores it empty. |
What it does
The sail takes its size from the physics box and its type from the ship sail data. It rotates toward the wind, builds force from the wind relative to the ship, and folds or opens with the sail setting. A full sheet and a gust change how hard that force pushes. Hits reduce sail health. The sail can burn, and a capture can swap its texture.
Two sounds follow the sail: event:/mission/movement/vessel/sail/sail_movement and event:/mission/movement/vessel/sail/sail_rotation.
Where it lives
Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml, prefab sail_holder.
Examples
No scene file stores this script.
Square sail. Prefab sail_holder, entity sail_square_medium_nested. MissionSail stores an empty NavMeshPrefabName. sail_visual on the same entity stores Top Flag Rope Position 0.8 and Capture Flag Bottom Rope Position 0.25. Child force_center_entity marks the force point.