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11 bytes removed ,  14:48, 6 February 2020
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Interaction points control how employees can interact with a piece of furniture.
 
Interaction points control how employees can interact with a piece of furniture.
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If you have used the Base attribute, the furniture will inherit its interaction points from the base furniture, unless you add the “InteractionPoints” tag.
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If you have used the '''Base''' record, the furniture will inherit its interaction points from the base furniture, unless you add the "InteractionPoints" list.
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Interaction points should define a Name, which at this point in time includes “Use”, “Repair”, “Serve”, “Social” and “Visit” for the base game. They should also have Position and Rotation defined.
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Interaction points should define a Name, which at this point in time includes "Use", "Repair", "Serve", "Social" and "Visit" for the base game. They should also have Position and Rotation defined.
You can define a ComponentName tag to name the interaction points for later reference.
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You can define a '''ComponentName''' record to name the interaction points for later reference.
    
Interaction points can also define Animation(main animation used when interacting, ignored for some interactions), SubAnimation(used for repairs, 0, 1 or 2 for repair height), MinimumNeeded(how many need to be reachable before the player gets a warning) and ReachCheck(whether we should warn the player at all).
 
Interaction points can also define Animation(main animation used when interacting, ignored for some interactions), SubAnimation(used for repairs, 0, 1 or 2 for repair height), MinimumNeeded(how many need to be reachable before the player gets a warning) and ReachCheck(whether we should warn the player at all).

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