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StandingPoint

v1.4.8

A place an agent stands to use a machine. The entity forward is the direction they face. Tags on the entity (attacker, defender, move, Pilot) decide who may use it and what the parent machine calls it.

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

Where you put it

Put it on the stand, usually an editor-only icon_man. Siege engines, gates, and checkpoints use it. A chair or a shop idle uses a more specific stand script.

What you set

Native\SceneObj\mp_siege_map_004 stores this order on a gate stand. The checkpoint prefab in SandBox\Prefabs\sp_editor_spawnpoints.xml skips the two position fields.

Panel field What to do with it
AutoSheathWeapons Sheathe on use. Code default is on. Gate stands and the checkpoint store off.
AutoEquipWeaponsOnUseStopped Equip when the user leaves. Those stands store off.
AutoWieldWeapons Wield when the user leaves. Those stands store off.
TranslateUser Moves the user onto the point. Stored true.
HasRecentlyBeenRechecked Runtime flag. Those stands store false.
_useOwnPositionInsteadOfWorldPosition On: the user's frame comes from the point's own position. The siege stands store off. The checkpoint prefab does not write this row.
_customPlayerInteractionDistance Extra player use distance. The siege stands store 0. The checkpoint prefab does not write this row.
NavMeshPrefabName Navmesh prefab. Those stands leave it empty.

An entity tagged attacker or defender is limited to that side. Tagging both, or neither, leaves the side open.

What it does

The user walks onto the point and the parent machine reads the tag to decide the action text. TranslateUser puts them on the point. AutoSheathWeapons sheaths while they are there.

Where it lives

Managed script. Siege prefabs under Native\Prefabs store hundreds of stands. Five scene files also store the script on a baked machine: three multiplayer siege maps and two StoryMode training fields.

Examples

Checkpoint pilot. SandBox\Prefabs\sp_editor_spawnpoints.xml, a child tagged Pilot and sp_checkpoint. Sheath, equip, and wield are off. TranslateUser is on. The two position rows are absent.

Gate stands. Native\SceneObj\mp_siege_map_004, on the inner gate (OwningTeam Defenders). Several icon_man stands store sheath off, TranslateUser on, own-position off, and interaction distance 0.