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TacticalPosition

v1.4.8

A formation slot: width, slope, type, and which side of the battle it belongs to.

Find placed ones with s:TacticalPosition. See Filter.

Where you put it

Use the editor-only prefab TacticalPosition in Modules\SandBox\Prefabs\sp_editor_barriers.xml. It shows animation_stand_arrow_green and is visible only while editing. Child entities with the same script become the linked slots. Changing _width rescales the entity on X.

What you set

The barrier prefab stores this order. NavMeshPrefabName is a panel field that prefab does not write.

Panel field What to do with it
_width Width. The barrier stores 1. The editor rescales the entity to match.
_slope Slope. The barrier stores 0.
_isInsurmountable Men cannot cross it. The barrier stores off.
_isOuterEdge Outer edge of a line. The barrier stores off.
_tacticalPositionType Slot kind. The barrier stores Regional. Also HighGround, ChokePoint, Cliff, SpecialMissionPosition.
_tacticalRegionMembership Region this slot sits in. The barrier stores Forest. Also DifficultTerrain, Opening.
_tacticalPositionSide Formation side. The barrier stores BehaviorSideNotSet.
NavMeshPrefabName Left empty. The barrier does not write this row.

What it does

On mission start the position and facing come from the entity. _width is the frontage. _tacticalPositionType and _tacticalRegionMembership tell the battle AI what the ground is. _tacticalPositionSide assigns it to a side. Child tactical positions are the linked slots. Wall scripts look for children tagged middle_pos, wait_pos, and attacker_wait_pos.

Where it lives

Managed script. Helper: Modules\SandBox\Prefabs\sp_editor_barriers.xml.

Examples

Generic marker. Prefab TacticalPosition. Width 1, type Regional, membership Forest, side BehaviorSideNotSet.

Caravan slot. CaravanTacticalPosition in Modules\Native\Prefabs\editor_helpers_&_tests.xml stores the short names width 20, slope 0, isInsurmountable on, isOuterEdge off, tacticalPositionType SpecialMissionPosition, tacticalRegionMembership DifficultTerrain.

Field battles. SandBoxCore\SceneObj\battle_terrain_006 and NavalDLC\SceneObj\nord_battle_terrain_c store the script. Village scenes under SandBox\SceneObj store it too.