Mover
v1.4.8
Moves this entity along a named scene path during a battle. No vanilla scene or prefab stores the script.
Find placed ones in the Scene panel with s:Mover. See Filter.
Where you put it
Add the script to the entity that should travel. The path is a scene path, not a child of this entity. The entity has to be visible or it does not tick in a mission.
What you set
| Panel field | What to do with it |
|---|---|
| _pathname | Name of the scene path. Empty does nothing. |
| _speed | Meters per second along that path. Default 0, so the entity stays on the first point. |
| _moveGhost | Editor only. On: a faint copy walks the path. Off: that copy is hidden. |
What it does
In the editor, a ghost copy sits on the path while _pathname names a real path. In a battle, while the entity is visible and has not reached the end of the path, it advances by _speed and takes the path frame. It does not loop in the mission. The editor ghost does loop while _moveGhost is on.
Where it lives
Managed script. Nothing under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC scenes or prefabs writes it. No other script creates it.
Examples
No placement. The behavior above is the script itself: path name, speed, and the editor ghost.