ShadowingSecureZoneUsePoint
v1.4.8
A use point inside a secure-zone volume. The main agent can stand there and play an unarmed idle. The prompt is Blend in.
Find placed ones in the Scene panel with s:ShadowingSecureZoneUsePoint. See Filter.
Where you put it
The vanilla placement is the prefab shadowing_secure_zone in Modules\SandBox\Prefabs\sp_editor_spawnpoints.xml. The parent is tagged shadowing_mission_secure_zone and has a VolumeBox. The use point is the child secure_zone_use_point: editor-only, blue stand arrow, raycast-only physics.
No scene instances that prefab.
What you set
The script adds no fields of its own. The prefab stores the one inherited row.
| Panel field | What to do with it |
|---|---|
| NavMeshPrefabName | Navmesh prefab to import. The secure-zone point leaves it empty. |
<script name="ShadowingSecureZoneUsePoint">
<variables>
<variable name="NavMeshPrefabName" value=""/>
</variables>
</script>
What it does
The use text is Blend in. Only the main agent can use it. On use they play act_idle_unarmed_1. When they stop, that action is cleared.
Where it lives
Managed script on a usable mission object. Prefab: Modules\SandBox\Prefabs\sp_editor_spawnpoints.xml (shadowing_secure_zone).
Examples
Secure-zone stand. Prefab shadowing_secure_zone. Parent tag shadowing_mission_secure_zone, script VolumeBox, NavMeshPrefabName empty. Child secure_zone_use_point has this script, the same empty navmesh name, mesh animation_stand_arrow_blue, and physics bo_barrier_box set to collide only with raycasts.
No scene.xscene under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC instances the prefab or stores the script.