StrategicArea
v1.4.8
An archer standing area. The side on the script decides who may use it.
Find placed ones with s:StrategicArea. See Filter.
Where you put it
Put it on an empty marker, usually hidden outside the editor. strategic_archer_point is the defender marker. strategic_attacker_archer_position is the attacker marker. Both are in Modules\Native\Prefabs\props_siege.xml. Width scales the marker.
What you set
strategic_archer_point stores this order. _disableShimmy and NavMeshPrefabName are panel fields that prefab does not write.
| Panel field | What to do with it |
|---|---|
| _width | Width of the area. Both prefabs store 1. |
| _side | Who may use it. Defender prefab: Defender. Attacker prefab: Attacker. |
| _depth | Depth. Both prefabs store 1. |
| _distanceToCheck | How far the area looks. Defender prefab: 40. Attacker prefab: 60. Code default is 10. |
| _ignoreHeight | Skip height in that check. Both prefabs store on. |
| _disableShimmy | Stop the side-step. Code default is off. The prefabs do not write this row. |
| NavMeshPrefabName | Left empty. The prefabs do not write this row. |
What it does
Each battle side collects its areas and sends archers there. _side is the filter. _distanceToCheck is the look distance, and _ignoreHeight drops the height part of that test. With _disableShimmy off, the men step around the point.
Where it lives
Managed script. Prefabs: Modules\Native\Prefabs\props_siege.xml.
Examples
Defender archers. strategic_archer_point. _side Defender, _distanceToCheck 40.
Attacker archers. strategic_attacker_archer_position. _side Attacker, _distanceToCheck 60.
Villages and towns. SandBox\SceneObj raid scenes and SandBoxCore castle scenes store the script on their siege layouts. NavalDLC\SceneObj\nord_castle_a stores it too.