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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.