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ShipUnmannedOar

v1.4.8

An oar with no crew. It still strokes and retracts with the deck, and it stops when the oar is destroyed or the ship is sinking. The class has no panel fields. The stroke angles come from ShipOarDeck.

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

Where you put it

Add the script to the oar entity. It needs a child tagged oar_entity (or named oar) and a retracted frame tagged retracted_entity (or named retracted_frame). Children must have Does not Affect Parent's Local Bounding Box.

Loose prefabs in NavalDLC\Prefabs\ship_machines.xml: ShipOarLowDeckRight_4m, ShipOarLowDeckRight_6m, ShipOarLowDeckRight_8m, ShipOarLowDeckLeft_4m, ShipOarLowDeckLeft_6m, ShipOarLowDeckLeft_8m. Packed names include oar_left_lower_4m and oar_left_lower_6m.

What you set

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

What it does

The oar mesh moves between the extracted frame and the retracted frame using the deck angles. It stops while the ship is abandoned, sinking, or the destructible on this entity is destroyed.

Where it lives

Managed script. Loose prefabs in NavalDLC\Prefabs\ship_machines.xml. Packed copies in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml.

Examples

No scene file stores this script.

Low-deck right, 6 m. NavalDLC\Prefabs\ship_machines.xml, entity ShipOarLowDeckRight_6m. Empty script tag. Child oar is tagged oar_gate_right and uses mesh oar_single_6m.

Low-deck left, 6 m. Entity ShipOarLowDeckLeft_6m in the same file. Empty script tag. Child oar is tagged oar_gate_left.

Packed lower oars. Prefabs oar_left_lower_4m and oar_left_lower_6m. Empty script tag on the root entity of the same name.