NavigationMeshDeactivator
v1.4.8
Names two navmesh face groups. Town and village missions read the entity tagged navigation_mesh_deactivator and keep people off the first group and animals off the second.
Find placed ones in the Scene panel with s:NavigationMeshDeactivator. See Filter.
Where you put it
Use prefab Navigation_Mesh_Deactivator from Modules\Native\Prefabs\editor_helpers_&_tests.xml. It is editor-only, uses the pandora mesh, and already has the tag navigation_mesh_deactivator. One per scene. The mission finds that tag.
What you set
| Panel field | What to do with it |
|---|---|
| DisableFaceWithId | Face-group id people are kept off. Code default -1 means unused. The prefab writes 0. Scenes usually write 1. |
| DisableFaceWithIdForAnimals | Face-group id animals are kept off. Default -1 (the prefab does not store it). A town writes 3. |
-1 is skipped. Any other id is a real face group in that scene.
What it does
On a town or village mission the entity with tag navigation_mesh_deactivator supplies both ids. People are excluded from DisableFaceWithId when it is not -1. Animals are excluded from DisableFaceWithIdForAnimals.
Where it lives
Managed script. Prefab in Modules\Native\Prefabs\editor_helpers_&_tests.xml. Almost every town, castle, village, and shipyard scene places that prefab.
Examples
Editor prefab. Navigation_Mesh_Deactivator. DisableFaceWithId 0. Animals id left off the file.
Shipyard, people only. NavalDLC\SceneObj\vlandia_shipyard. The prefab with DisableFaceWithId 1.
Town, people and animals. SandBoxCore\SceneObj\empire_town_l. DisableFaceWithId 1, DisableFaceWithIdForAnimals 3.