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StandingPointWithWeaponRequirement

v1.4.8

A StandingPoint that opens only for a weapon the parent machine assigns at mission start. The weapon id is not a field on this script.

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

Where you put it

Put it on an icon_man stand tagged for the job: ammopickup to receive a weapon, or a load / defender tag to require one. Siege engines, ladders, ammo barrels, and rock piles use it.

What you set

SandBox\Prefabs\sp_editor_spawnpoints.xml stores this order on a hideout stand. Rock-pile ammo stands use the same rows. The constructor forces AutoSheathWeapons off.

Panel field What to do with it
AutoSheathWeapons Sheathe on use. The stands store off.
AutoEquipWeaponsOnUseStopped Equip on leave. The stands store off.
AutoWieldWeapons Wield on leave. The stands store off.
TranslateUser Moves the user onto the point. The stands store on.
HasRecentlyBeenRechecked Runtime flag. The stands store off.
NavMeshPrefabName Navmesh prefab. The stands leave it empty.

Baked scenes also write _useOwnPositionInsteadOfWorldPosition off. A ship stand in the sea conversation scene writes interaction distance 0 as well.

What it does

The parent fills the requirement after the mission starts.

  • A ladder's defender stand requires push_fork. The ammo stand gives push_fork.
  • A ranged engine's ammo stand gives the engine's missile. A load stand requires that missile's weapon class.
  • An ammo barrel requires the barrel's weapon classes.
  • A rock pile's ammo stands use this script beside the throw stand.

Until that assignment exists, the point stays closed. An agent holding the required weapon, or missing the given weapon, is the one who can use it.

Where it lives

Managed script. Siege prefabs under Native\Prefabs store it on engines, ladders, and piles. Castle, town, and ship scenes bake those stands.

Examples

Rock-pile ammo. Native\Prefabs\props_siege.xml, throwable_rock_pile / icon_man tagged ammopickup. Sheath off, TranslateUser on.

Baked pile. SandBoxCore\SceneObj\battania_castle_a, the same icon_man on throwable_rock_pile, with own-position off.

Ship stand. NavalDLC\SceneObj\conversation_scene_sea_multi_agent, an icon_man with sheath off, own-position off, and interaction distance 0.

Ladder fork. Ladder prefabs store PushForkItemID push_fork. At mission start the defender stand requires that item and the ammo stand gives it.