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.