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SynchedMissionObject

v1.4.8

Marks an entity so its transform, animation, body flags, and colors stay in step across the network.

Find placed ones with s:SynchedMissionObject. See Filter.

Where you put it

Add it to a prop that multiplayer has to share. Doors, siege parts, and damage decals use it. Many other scripts already derive from it, so those entities do not need a second copy.

What you set

damage_decal_stone stores the only row.

Panel field What to do with it
NavMeshPrefabName Navmesh imported for this entity. The decal stores an empty string.

What it does

The entity keeps one shared frame. Position, rotation, a playing animation, body flags, and the two colors are what get copied to other clients. An empty NavMeshPrefabName imports nothing.

Where it lives

Managed script. One prefab that stores it alone is damage_decal_stone in Modules\Native\Prefabs\props_other.xml.

Examples

Stone damage decal. damage_decal_stone. Tagged damage_decal. NavMeshPrefabName empty.

The same script tag is also stored in Native multiplayer scenes, SandBox\SceneObj\empire_town_f, SandBoxCore towns, and the NavalDLC packed ship prefabs.