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.