TeleportUsePoint
v1.4.8
A player-only use point that moves the user onto another entity.
Find placed ones with s:TeleportUsePoint. See Filter.
Where you put it
Add it to an empty use point. Use is instant. TargetPointTag must match a tag on the destination entity. AI never uses it.
What you set
No prefab stores this script. The panel order is the class order.
| Panel field | What to do with it |
|---|---|
| TypeOfTeleport | Lair, Door, or Gate. Code default is Lair. |
| TargetPointTag | Tag of the entity the user lands on. |
| IsLeave | On: the prompt is the mission-exit text. |
| AutoSheathWeapons | Sheath on use. Code default is on. |
| AutoEquipWeaponsOnUseStopped | Code default is off. |
| AutoWieldWeapons | Code default is off. |
| TranslateUser | Code default is on. |
| HasRecentlyBeenRechecked | Leave off. |
| _useOwnPositionInsteadOfWorldPosition | Standing-point distance switch. Code default is off. |
| _customPlayerInteractionDistance | Extra use distance. Code default is 0. The reach below is separate. |
| NavMeshPrefabName | Left empty unless this point imports a navmesh. |
What it does
A player inside the reach can use it. Lair reaches 0.5. Door and Gate reach 2.5. The prompt is the lair, door, or gate text, or the mission-exit text when IsLeave is on. A successful use moves the player to the ground position of the entity tagged TargetPointTag and fades them in.
Where it lives
Managed script. No scene.xscene and no prefab under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC stores it.
Examples
No placed entity. The class is the only caller: using the point finds the entity tagged TargetPointTag and moves the player there.