PatrolPoint
v1.4.8
One stop on a stealth patrol. Wait time, an optional loop animation, and the spawn-group tag live here.
Find placed ones in the Scene panel with s:PatrolPoint. See Filter.
Where you put it
Put it on the standing point, under the patrol parent. The stealth prefab in Modules\SandBox\Prefabs\sp_editor_spawnpoints.xml nests it under a usable place named patrol_point_1 and up. The point itself is patrol_point. Tag the entity with the same id you put in SpawnGroupTag.
What you set
empire_dungeon_stealth writes the rows in this order. Code defaults, when the prefab leaves a row off, are wait 0, deviation 0, index 0, infinite wait off, speed -1, and an empty loop.
| Panel field | What to do with it |
|---|---|
| WaitDuration | Seconds to wait at this stop. The dungeon uses 5 or 3. |
| WaitDeviation | Random extra wait. Dungeon 0. |
| Index | Stop number. Dungeon 0 on the points opened. |
| SpawnGroupTag | Which agents use this chain. Stealth prefab stealth_agent. The dungeon also uses prison_break_reinforcement_point. |
| IsInfiniteWaitPoint | Dungeon stores false. |
| PatrollingSpeed | Movement speed. -1 leaves it unset. Dungeon -1. |
| LoopAction | Animation while waiting. Empty, or a clip such as act_npc_villager_working_while_stand. |
| RightHandItem | Item prefab in the right hand. Empty in the dungeon. |
| RightHandItemBone | Bone for that item. ItemR. |
| LeftHandItem | Left-hand item. Empty. |
| LeftHandItemBone | Bone. ItemL. |
| AutoSheathWeapons | Dungeon and the stealth prefab store false. Code default is on. |
| AutoEquipWeaponsOnUseStopped | Off. |
| AutoWieldWeapons | Off. |
| TranslateUser | On. |
| HasRecentlyBeenRechecked | Prefab writes false. Leave it. |
| _useOwnPositionInsteadOfWorldPosition | Off. |
| _customPlayerInteractionDistance | 0. |
| NavMeshPrefabName | Empty. |
What it does
On use, the agent plays LoopAction and shows the hand items. When they leave, the action and the items clear. SpawnGroupTag is how stealth and prison-break missions pick which points belong to which agents.
Where it lives
Managed script. Prefab points in Modules\SandBox\Prefabs\sp_editor_spawnpoints.xml. Stealth dungeons and hideouts under SandBox and NavalDLC place them.
Examples
Stealth chain, tag only. sp_editor_spawnpoints.xml, child patrol_point. SpawnGroupTag stealth_agent. Wait left at 0.
Working guard. SandBox\SceneObj\empire_dungeon_stealth. Wait 5, tag stealth_agent, loop act_npc_villager_working_while_stand.
Reinforcement stop. Same scene. Wait 5, tag prison_break_reinforcement_point, loop empty.
Short wait. Same scene. Wait 3, tag stealth_agent.