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StealthAreaUsePoint

v1.4.8

The camp point that calls hideout reinforcements. It stays dark until the sentry markers under it are clear, and it stays closed while anyone is alarmed.

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

Where you put it

Place stealth_area_use_point from SandBox\Prefabs\sp_editor_spawnpoints.xml. Child StealthAreaMarker entities define the pockets. The prefab's campfire is a child. A nested child named highlight_pointer_glow_ground is the glow that hides after use.

What you set

The prefab stores this order. The forest hideout keeps the same values.

Panel field What to do with it
ActionStringId Text id for the action line. Empty uses str_call_troops. The prefab and the forest scene store empty.
DescriptionStringId Text id for the description. Empty leaves the description blank. Both store empty.
NavMeshPrefabName Navmesh prefab. Both leave it empty.

What it does

The player can use it when it is enabled, it has not been used yet, and no agent is alarmed. Use plays event:/mission/combat/pickup_arrows, hides the glow, and pauses AI agents. When every sentry marker under this point is empty, the point enables and plays event:/ui/notification/quest_update. The non-ambush hideout controller turns these points off.

Where it lives

Managed script. Prefab stealth_area_use_point is in SandBox\Prefabs\sp_editor_spawnpoints.xml. Hideout scenes under SandBox\SceneObj place it.

Examples

Prefab camp. stealth_area_use_point. Both text ids empty. A campfire child holds the fire mesh. Marker children sit further down the same prefab.

Forest hideout. SandBox\SceneObj\bandit_forest_sv. One stealth_area_use_point at about 541, 439, 37. Text ids empty. Marker children store radii 45 and 40.

Sea hideout. SandBox\SceneObj\sea_bandit_a_sv places the same prefab. Its markers include radii 35, 90, and 60.