TacticalRegion
v1.4.8
A circular region of ground: forest, difficult terrain, or an opening. Child tactical positions join it.
Find placed ones with s:TacticalRegion. See Filter.
Where you put it
Use the editor-only prefab TacticalRegion in Modules\SandBox\Prefabs\sp_editor_barriers.xml. It shows animation_stand_arrow_red and is visible only while editing. Put TacticalPosition children under it when those slots belong to the region.
What you set
The prefab stores this order. NavMeshPrefabName is a panel field the prefab does not write.
| Panel field | What to do with it |
|---|---|
| IsEditorDebugRingVisible | Editor helper while the entity is ticked. Prefab: off. |
| radius | Radius of the region. Prefab: 1. |
| tacticalRegionType | Forest, DifficultTerrain, or Opening. Prefab: Forest. |
| NavMeshPrefabName | Left empty. The prefab does not write this row. |
What it does
The region center is the entity. radius and tacticalRegionType describe the ground. After the mission starts, child entities that have TacticalPosition are the linked slots. IsEditorDebugRingVisible keeps the editor helper on while you tick this entity.
Where it lives
Managed script. Helper: Modules\SandBox\Prefabs\sp_editor_barriers.xml.
Examples
Forest marker. Prefab TacticalRegion. Radius 1, type Forest, debug ring off.
Battlefields. SandBoxCore\SceneObj\battle_terrain_006 and NavalDLC\SceneObj\nord_battle_terrain_c store the script. Village scenes under SandBox\SceneObj store it too.