Skip to content

ShipTargetMissionObject

v1.4.8

A point on the ship that siege weapons can aim at. The score rises with crew on deck and falls as the hull is hurt. A sinking ship is marked as no threat. The class adds no fields of its own.

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

Where you put it

Add the script to a small entity on the ship. The packed prefab is ship_target_point. The target position is this entity. The aim box is one meter around that position on each axis.

What you set

The only stored row is the mission-object navmesh field.

Panel field What to do with it
NavMeshPrefabName Navmesh prefab. The packed point and the conversation scene leave it empty.

What it does

The target is flagged as a moving ship. Its value starts at 500 and is scaled by how full the main deck is and by how much health the hull has lost. A deck that is almost empty scores 0. The side is the ship's side. The velocity is the ship's velocity at this point.

Where it lives

Managed script. Packed prefab ship_target_point in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml.

Examples

Conversation longship. NavalDLC\SceneObj\conversation_scene_sea_multi_agent. Entity ship_target_point under longship_ship_nested. NavMeshPrefabName empty.

Packed point. Prefab ship_target_point, entity ship_target_point. The same empty navmesh row.