PirateSpawnPoint
v1.4.8
A sea zone on the campaign map where one pirate clan patrols. ClanStringId is the clan. Radius is the zone size.
Find placed ones in the Scene panel with s:PirateSpawnPoint. See Filter.
Where you put it
Empty entity on the campaign map, over water. The position is the center. There is no prefab. NavalDLC\SceneObj\Main_map places them by hand.
What you set
| Panel field | What to do with it |
|---|---|
| ClanStringId | Clan id. The campaign map uses southern_pirates and northern_pirates. |
| ToggleDebugRadius | On: the editor draws a red circle of Radius even when the entity is not selected. Off: the circle shows only while the entity is selected. Map stores false. |
| Radius | Zone radius. Code default 10. The map uses 30 or 50. |
What it does
When the campaign map loads, each point is stored under its clan id, with the entity position and Radius. Pirate parties of that clan use those zones as patrol areas. The count of points is how many zones that clan has.
Where it lives
Managed script. Only Modules\NavalDLC\SceneObj\Main_map\scene.xscene.
Examples
Southern zone, wide. Main_map, entity southern_pirates at about 296, 365. ClanStringId southern_pirates, Radius 50.
Southern zone, tighter. Same scene, another southern_pirates at about 296, 365 with Radius 30.
Northern zone. Entity northern_pirates at about 409, 739. Radius 30. Another at about 322, 796 uses Radius 50.