Passage
v1.4.8
A door volume. The child use point is what the player and AI actually use. This script supplies the action text from that point.
Find placed ones in the Scene panel with s:Passage. See Filter.
Where you put it
Use a barrier prefab from Modules\SandBox\Prefabs\sp_editor_barriers.xml. The root has this script, tag npc_passage, and a barrier physics shape. The child passage_use_point is tagged Pilot and has PassageUsePoint. Scale the barrier to the doorway. These barriers are editor-only.
What you set
No fields of its own. The prefab stores the usable-machine rows:
| Panel field | What to do with it |
|---|---|
| PilotStandingPointTag | Must match the use-point tag. Prefab Pilot. |
| AmmoPickUpTag | Prefab ammopickup. Not used by the door. |
| WaitStandingPointTag | Prefab Wait. |
| NavMeshPrefabName | Left empty. |
The door target is ToLocationId and IsMissionExit on the child, not here.
What it does
The action text and description come from the pilot point. AI treats the machine as a passage. The child decides whether the door changes location or ends the mission.
Where it lives
Managed script. Prefabs in Modules\SandBox\Prefabs\sp_editor_barriers.xml. Names include _barrier_house_1 through _barrier_house_3, _barrier_shop_01 through _barrier_shop_10, _barrier_passage_tavern, _barrier_passage_exit_mission, _barrier_passage_center, _barrier_passage_castle, _barrier_passage_prison, _barrier_passage_arena, _barrier_passage_port, and _barrier_mission_exit.
Examples
House door. _barrier_house_1. Child ToLocationId house_1.
Exit that stays a location door. _barrier_passage_exit_mission. Child ToLocationId center, IsMissionExit off.
Mission exit. _barrier_mission_exit. Child ToLocationId empty, IsMissionExit on.
Scene turns the exit-mission barrier into a real exit. StoryMode\SceneObj\villa_singular_c. Prefab _barrier_passage_exit_mission. The scene sets the child IsMissionExit on and ToLocationId empty.