StandingPointWithTeamLimit
v1.4.8
A StandingPoint that one team may use. The team is assigned at mission start by the parent gate. The script adds no team field of its own.
Find placed ones in the Scene panel with s:StandingPointWithTeamLimit. See Filter.
Where you put it
Put it on a gate stand, usually an editor-only icon_man. CastleGate writes the usable team from OwningTeam: attackers or defenders.
What you set
Native\Prefabs\props_siege_gates_inner.xml stores this order on a sally-door stand. flag_to_raise stores a shorter list: sheath on, TranslateUser on, and empty description and action.
| Panel field | What to do with it |
|---|---|
| AutoSheathWeapons | Sheathe on use. The sally stand stores off. The flag stand stores on. |
| AutoEquipWeaponsOnUseStopped | Equip on leave. The sally stand stores off. The flag stand does not write this row. |
| TranslateUser | Moves the user onto the point. Both store on. |
| HasRecentlyBeenRechecked | Runtime flag. The sally stand stores off. The flag stand does not write this row. |
| NavMeshPrefabName | Navmesh prefab. The sally stand leaves it empty. |
mp_siege_map_004 also writes AutoWieldWeapons off, own-position off, and interaction distance 0.
What it does
After the gate sets the team, agents on that team can use the point. Agents on the other team cannot. A gate owned by Defenders assigns the defender team.
Where it lives
Managed script. Gate prefabs in Native\Prefabs\props_siege_gates_inner.xml and props_siege_gates_sally.xml, plus flag_to_raise in props_other.xml. One multiplayer siege scene stores the script on a baked gate.
Examples
Sally door. castle_door_sally / side / icon_man in props_siege_gates_inner.xml. Sheath off, TranslateUser on. european_sally_door_a has the same stand.
Flag raise. flag_to_raise / stand_position in props_other.xml. Sheath on, TranslateUser on, description and action empty.
Baked inner gate. Native\SceneObj\mp_siege_map_004. The gate's OwningTeam is Defenders. The team-limit icon_man stores sheath off, wield off, own-position off, and interaction distance 0.