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CharacterSpawner

v1.4.8

Editor preview of one character, and optionally their horse, posed on this entity. Enabled has to be on before a visual appears.

Find placed ones in the Scene panel with s:CharacterSpawner. See Filter.

Where you put it

Add the script to an empty entity where the figure should stand. Conversation scenes drop the infantry-spawn prefab and leave Enabled off, so the editor stays empty until you turn it on.

What you set

Prefab player_infantry_spawn in Native\Prefabs\editor_spawnpoints.xml stores the rows in this order.

Panel field What to do with it
Enabled On: spawn the visual. Off: remove it. Default off.
PoseAction Action name on the person. Default act_walk_idle_unarmed.
LordName Character id. Default main_hero_for_perf. Equipment, gender, and banner come from this character.
ActionSetSuffix Suffix on the action set. Default _facegen. Spawn prefabs often use _villain or _warrior.
PoseActionForHorse Action name on the horse. Default horse_stand_3.
BodyPropertiesString Face and body string used for the visual. The infantry-spawn prefab stores a face key.
IsWeaponWielded Wield a weapon that matches the character's formation (melee or ranged).
HasMount Spawn the horse from the character's horse slot. If that slot is empty, this turns itself off.
WieldOffHand Also wield a shield, or the ammo that matches a ranged weapon. Default on.
AnimationProgress Freeze the person at this point in the action, from 0 to 1.
HorseAnimationProgress Same freeze for the horse.
Active Shows or hides the entity, the person, and the horse.

What it does

With Enabled on, the editor builds a character visual from LordName and BodyPropertiesString, plays PoseAction, and freezes it at AnimationProgress. HasMount adds a horse child playing PoseActionForHorse. The visual is editor-only. A mission does not spawn an agent from this script.

Where it lives

Managed script. Ready-made entities are in Native\Prefabs\editor_spawnpoints.xml (player_infantry_spawn), Native\Prefabs\props_other.xml (character_portrait_pose), and SandBox\Prefabs\sp_editor_spawnpoints.xml (arena_spectator).

Examples

Camel rider, preview left on. Native\SceneObj\scn_soldier. Entity camel_troop_cavalry_lance_pose. Enabled is on. LordName is jawwal_tier_2, PoseAction is act_camel_tableau_pose_rider_polearm, PoseActionForHorse is act_camel_tableau_pose, ActionSetSuffix is _warrior.

Conversation pair, preview left off. SandBox\SceneObj\conversation_scene_forest. player_infantry_spawn keeps the prefab character prison_guard_battania and pose act_bandit_thumbnail_pose, Enabled off. opponent_infantry_spawn sets LordName to commander_6, PoseAction to act_tableau_pose_7, and ActionSetSuffix to _facegen.

Sea conversation spawn. NavalDLC\SceneObj\conversation_scene_sea. Same player_infantry_spawn prefab, Enabled off.

Arena crowd pose. Prefab arena_spectator stores PoseAction act_arena_spectator, LordName main_hero, ActionSetSuffix _warrior, weapon off. It does not store Enabled.

Portrait prop. Prefab character_portrait_pose leaves Enabled off, LordName main_hero_for_perf, PoseAction act_walk_idle_unarmed, ActionSetSuffix _warrior.