StealthBox
v1.4.8
A scaled box that hides an agent from a sentry's view. Crouching agents inside count. _coversStandingAgents also covers agents who are standing.
Find placed ones in the Scene panel with s:StealthBox. See Filter.
Where you put it
Place stealth_box from Native\Prefabs\editor_barriers.xml. The mesh is editor_cube and the physics shape is bo_editor_cube with the body flag stealth_box. Scale the entity to the cover. The mesh is removed when the mission starts, so the player does not see the cube.
What you set
The visible field is the cover flag. The prefab does not write it, so it stays off. The prefab does store NavMeshPrefabName empty. That name is not a field on this script.
| Panel field | What to do with it |
|---|---|
| _coversStandingAgents | On: standing agents inside the box are covered. Off: a covered agent is crouching. Default off. The prefab does not write the row. |
What it does
An agent whose position is inside the scaled box can count as covered. A weapon in the off hand that has to be held up keeps them visible. Sentries skip the view check for a covered agent unless that agent is already on top of them.
Where it lives
Managed script. Prefab stealth_box is in Native\Prefabs\editor_barriers.xml. No scene file stores the script. One packed Naval prefab includes an entity of the same name.
Examples
Editor cube. stealth_box in editor_barriers.xml. Shape bo_editor_cube, mesh editor_cube. The script stores only the unused navmesh name.
Packed cover. NavalDLC\AssetPackages\nested_prefabs_packed.xml, prefab file storyline_mesh_holder, entity stealth_box. Scale about 5.54 × 10.49 × 2.8. The script is present and stores no variables.