ShipDoorUsePoint
v1.4.8
A use point that opens a ship door for the player. An empty action id uses the text Open, and an empty description id uses Door.
Find placed ones in the Scene panel with s:ShipDoorUsePoint. See Filter.
Where you put it
Add the script to the use point in front of the door. A child tagged ship_door_highlight is the marker. The point stays disabled until mission code enables it, and only the player can use it, from within 2 meters.
The loose prefab is ship_door_use_point in NavalDLC\Prefabs\NavalDLC_storyline.xml.
What you set
The prefab stores these rows, in this order.
| Panel field | What to do with it |
|---|---|
| ActionStringId | Game text id for the use line. Empty uses str_open_ship_door. The prefab stores empty. |
| DescriptionStringId | Game text id for the description. Empty uses str_ui_door. The prefab stores empty. |
| NavMeshPrefabName | Navmesh prefab. The prefab leaves it empty. |
What it does
While the point is enabled, the player gets the action text and a door-open sound (event:/mission/movement/foley/door_open). The highlight child is kept hidden. The point does not stay occupied.
Where it lives
Managed script on a usable point. Prefab ship_door_use_point in NavalDLC\Prefabs\NavalDLC_storyline.xml. A packed copy is storyline_mesh_holder in nested_prefabs_packed.xml.
Examples
Storyline prefab. NavalDLC\Prefabs\NavalDLC_storyline.xml, entity ship_door_use_point. Both string ids empty. Child highlight_pointer_glow_ground is tagged ship_door_highlight. The door mesh is nord_grand_bazaar_part_1_door.
Placed on the quest scene. NavalDLC\SceneObj\naval_storyline_act_3_quest_5. Entity ship_door_use_point, tag phase_1_interior_to_enemy_ship_3_door_tag. The three rows stay empty. Position about 2116.5, 700.9, 37.8.
Packed copy. Prefab storyline_mesh_holder, entity ship_door_use_point. The same three empty rows.