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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.