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ShipFloatsamManager

v1.4.8

Spawns floating debris, scrape particles, and damage decals when the ship hits something. The class has no panel fields. The script name is spelled Floatsam.

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

Where you put it

Add the script to the ship root. It looks for a child tagged body_mesh, and it reads ShipColorAssigner on the same entity for the debris color and the decal color.

What you set

The class declares no editor fields. Placements store an empty script tag.

What it does

A light hit can drop a barrel, a door, or floatable_debris_barrel_a. A ram or a scrape drops planks (floatable_debris_plank_b and the e through k set, skipping c, d, and i). A lost rudder, oar, mast, or shield uses floatable_debris_rudder, floatable_debris_oar_a, floatable_debris_mast, and floatable_debris_ plus the shield name. Collision decals are decal_ship_damaged_a through c. Scrape decals are decal_ship_damage_02 through 04. Decals stop after 30. Debris needs an impulse of 150000 before it breaks off. Scrape, mid, and heavy hit particles are psys_game_ship_scrape_emit_on_move, psys_game_ship_collision, psys_naval_ship_hit_mid, and psys_naval_ship_hit_large.

Where it lives

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

Examples

No scene file stores this script.

Cog and corbita. Packed prefabs cog_ship_nested and corbita_ship_nested. Empty script tag on the ship root.

Burning storyline hulls. Packed prefabs burning_cog_ship_nested_storyline and burning_fishing_ship_nested_storyline. The same empty tag. Those hulls also carry ShipClothFixer.