Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
(Written "locationid" (all lowercase) in the actor browser even though it's declared as "LocationID" in the script. Never mind that.)
A LocationID actor simply overrides a ZoneInfo_(UT)'s ZoneName property within a local volume. This is a sphere whose size is given by the Radius property. The default value of this radius is zero, so it has to be adjusted after placing a LocationID. The collision cylinder plays no part.
Used for specifying a different name (which is displayed in the ScoreBoard and when using the TeamSay command) for parts of a zone.
Using LocationIDs is advisable where using a Zone's ZoneName property isn't possible (in open areas where zoning doesn't make sense, for instance). The downside of using a LocationID is that it takes the game up to two seconds to realize that a player has entered its radius, so the location info will lag a bit (most noticably when looking at the scoreboard).
Note: A great example of the use of this is CTF-LavaGiant, where all the ridges are named, despite each base being one large zone (actually two, upper and lower, but that is unrelated so I'm ignoring it ;-)).
- The name of this particular place.
- The size of this place specified as the radius of a sphere.