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StandingPointForRangedArea

v1.4.8

A StandingPoint that only a ranged weapon may use. Thrown weapons and other ranged weapons have separate score multipliers.

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

Where you put it

Add it to a stand the way you would add a standing point. No vanilla prefab or scene stores it.

What you set

No file writes these, so the numbers are the code defaults. The standing-point rows are the same as StandingPoint. On start this script forces AutoSheathWeapons off, leaves user frames unlocked, and locks the user position.

Panel field What to do with it
ThrowingValueMultiplier Score added for a weapon in the throw slot. Default 5. 0 or below disables the point for thrown weapons.
RangedWeaponValueMultiplier Score added for any other ranged weapon in hand. Default 2. 0 or below disables the point for those weapons.
AutoSheathWeapons Sheathe on use. Code default on the base is on. This script sets it off when the mission starts.
AutoEquipWeaponsOnUseStopped Equip when the user leaves. Default off.
AutoWieldWeapons Wield when the user leaves. Default off.
TranslateUser Moves the user onto the point. Default on.
HasRecentlyBeenRechecked Runtime flag. Default off.
_useOwnPositionInsteadOfWorldPosition Own position instead of the world frame. Default off.
_customPlayerInteractionDistance Extra player use distance. Default 0.
NavMeshPrefabName Navmesh prefab. Default empty.

What it does

An agent with no ranged weapon in hand cannot use the point. A throw-slot weapon adds ThrowingValueMultiplier. Any other ranged weapon adds RangedWeaponValueMultiplier. If the weapon in hand stops qualifying, the user is dropped off the point.

Where it lives

Managed script, on the standing-point base. No scene file and no prefab stores it. No other class reads it.

Examples

No placed entity. The class is the only caller. It scores the ranged weapon in hand and rejects everyone else.