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ShipColorAssigner

v1.4.8

Paints every mesh tagged auto_factor_color on the ship. The dropdown name is ShipColorAssigner. The editor tag is ship_visual_only.

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

Where you put it

Add the script to the ship root. Broken pieces spawned later on that hull pick up the same factor color.

What you set

Panel order is the class order. The conversation longship stores the two colors and leaves the button unwritten.

Panel field What to do with it
Factor Color Color written onto meshes tagged auto_factor_color. The conversation longship stores 0.157, 0.118, 0.086, 1.000.
Ram Debris Color Color used for ram debris and ship damage decals. The conversation longship stores 0.302, 0.235, 0.200, 1.000.
Set Colors Editor button. Applies Factor Color again. The prefab does not write it. Changing Factor Color also reapplies it.

What it does

On load, and when Factor Color or Set Colors changes, every mesh tagged auto_factor_color under this entity gets Factor Color. The floatsam manager reads both colors for debris and decals. The ram reads Ram Debris Color for broken ram pieces.

Where it lives

Managed script. Packed ship prefabs in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml.

Examples

Conversation longship. NavalDLC\SceneObj\conversation_scene_sea_multi_agent. Entity longship_ship_nested. Factor Color 0.157, 0.118, 0.086, 1.000. Ram Debris Color 0.302, 0.235, 0.200, 1.000.

Burning cog, both colors. Packed prefab burning_cog_ship_nested_storyline. Factor Color 0.071, 0.075, 0.078. Ram Debris Color 0.208, 0.192, 0.173.

Factor color only. Packed prefab dromon_ship_nested_storyline_q5 stores Factor Color 0.149, 0.125, 0.106 and does not write Ram Debris Color. Packed prefab roundship_nested_storyline stores Factor Color 0.071, 0.051, 0.043.