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SmithingMachine

v1.4.8

The blacksmith bellows. A pilot stand pumps them, and a second stand is the anvil. The script adds no fields of its own.

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

Where you put it

Put it on the machine entity, not on the stands. The entity needs a skeleton and two standing points. The pilot point is the one whose tag matches PilotStandingPointTag. The other point is the anvil. Vanilla machines use skeleton merchant_smithing_machine_skeleton.

What you set

SandBox\Prefabs\sp_props_merchandise.xml stores this order on sp_blacksmith_with_smithing_machine. The nord shop copies store the same values.

Panel field What to do with it
PilotStandingPointTag Pilot stand tag. The machines store Pilot.
AmmoPickUpTag Ammo stand tag. The machines store ammopickup.
WaitStandingPointTag Wait stand tag. The machines store Wait.
NavMeshPrefabName Navmesh prefab. The machines leave it empty.

What it does

Both stands start closed to the player. The description is Bellows, and the action is Use. While the pilot stands still, the machine plays anim_merchant_smithing_machine_loop and the pilot plays the matching use clip. When the pilot leaves, the machine returns to anim_merchant_smithing_machine_idle_with_blend_in. Using the anvil point switches the machine to the anvil state.

Where it lives

Managed script. The prefab is sp_blacksmith_with_smithing_machine in SandBox\Prefabs\sp_props_merchandise.xml. NavalDLC\Prefabs\architecture_nord.xml embeds that machine twice. No scene file stores the script.

Examples

Merchandise prefab. sp_blacksmith_with_smithing_machine. Tag sp_blacksmith on the nord copies. Pilot, ammo, and wait tags as in the table. Navmesh empty.

Nord shop. architecture_nord.xml places the same entity name twice, with the same four values and skeleton merchant_smithing_machine_skeleton.