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TutorialArea

v1.4.8

One lesson ground in the training field: melee, advanced melee, bow, or mounted. The tag prefix gathers the racks, weapons, and boundaries for that lesson.

Find placed ones with s:TutorialArea. See Filter.

Where you put it

Put it on an empty entity in the training field. training_field_2 names that entity tutorial_area. Weapons, boundaries, and TrainingIcon racks elsewhere in the scene use tags that start with this area's prefix.

What you set

The melee area in training_field_2 stores this order.

Panel field What to do with it
_typeOfTraining Bow, Melee, Mounted, or AdvancedMelee.
_tagPrefix Tag stem for this lesson. Melee stores melee_.
NavMeshPrefabName Left empty on the opened area.

What it does

The area collects every TrainingIcon whose subtype starts with _tagPrefix, every weapon tagged with that prefix, and the entity tagged prefix + boundary. It can show one lesson's weapons, equip them, mark the racks, and turn the boundaries on or off. A VolumeBox on a tagged weapon is the breakable's volume.

Where it lives

Managed script. Scenes: Modules\StoryMode\SceneObj\training_field_2 and training_field_test.

Examples

Melee. StoryMode\SceneObj\training_field_2. Entity tutorial_area. Type Melee, prefix melee_.

The other three lessons in the same scene. AdvancedMelee with prefix advmelee_. Bow with prefix ranged_. Mounted with prefix mounted_.

StoryMode\SceneObj\training_field_test stores the script as well. The training-field mission reads every TutorialArea in the scene.