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PassageUsePoint

v1.4.8

The spot on a door the player and AI use. ToLocationId is the location it opens. IsMissionExit ends the mission instead.

Find placed ones in the Scene panel with s:PassageUsePoint. See Filter.

Where you put it

Child of a Passage, tagged with that machine's pilot tag (Pilot on the barrier prefabs). Vanilla entity name is passage_use_point. It uses the arrow icon and is hidden in play (sp_common_hidden). Use is instant.

What you set

_barrier_passage_exit_mission stores the rows in this order.

Panel field What to do with it
ToLocationId Location id this door opens (house_1, center, …). Empty when IsMissionExit is on.
IsMissionExit On: using it ends the mission. The mission-exit barrier stores this on.
AutoSheathWeapons Sheath on use. Prefab on.
AutoEquipWeaponsOnUseStopped Prefab off.
AutoWieldWeapons Prefab off.
TranslateUser Prefab on.
HasRecentlyBeenRechecked Prefab writes false. Leave it.
NavMeshPrefabName Left empty.
_useOwnPositionInsteadOfWorldPosition Standing-point distance switch. Default off. The barrier files do not store it.
_customPlayerInteractionDistance Custom use distance. Default 0. The barrier files do not store it.

What it does

The prompt is the location door name, or the mission-exit text when IsMissionExit is on. A player who cannot enter gets the locked-door message. A successful use plays the door sound. The player either changes location or the mission ends. AI can walk through when the target location allows them. A mount cannot use it.

Where it lives

Managed script. On every passage barrier in Modules\SandBox\Prefabs\sp_editor_barriers.xml.

Examples

House. _barrier_house_1. ToLocationId house_1.

Center door. _barrier_passage_exit_mission. ToLocationId center, IsMissionExit off.

Leave the mission. _barrier_mission_exit. ToLocationId empty, IsMissionExit on.

Villa overrides that center door. StoryMode\SceneObj\villa_singular_c. Prefab _barrier_passage_exit_mission. The scene sets IsMissionExit on and clears ToLocationId.