MusicianGroup
v1.4.8
A band. Child points are the musicians. When at least one is in use, the group plays a settlement track from this entity, then waits 8 seconds and plays the next.
Find placed ones in the Scene panel with s:MusicianGroup. See Filter.
Where you put it
Use a musicians prefab and leave the child PlayMusicPoint entities under it. The parent of each music point needs the instrument tag the track asks for (musician on the standing-musician prefab). Vanilla groups are sp_npc_musicians_a through sp_npc_musicians_d in Modules\SandBox\Prefabs\sp_editor_paired_spawnpoints.xml. sp_npc_dancing_with_audience in sp_editor_spawnpoints.xml is the same script with a dancer point.
What you set
This script adds no fields. The prefab stores the usable-machine rows:
| Panel field | What to do with it |
|---|---|
| PilotStandingPointTag | Tag of the pilot point. Prefab Pilot. |
| AmmoPickUpTag | Ammo pickup tag. Prefab ammopickup. Unused by the band. |
| WaitStandingPointTag | Wait-point tag. Prefab Wait. |
| NavMeshPrefabName | Left empty. |
The track list is not a panel field. A town or village mission fills it when the mission starts.
What the player hears
A settlement track from the mission location. The center also pulls lordshall and tavern tracks. A port also pulls tavern. The clip starts at this entity. Musicians already on a point loop with the track. When the last musician leaves, the clip stops. The next track starts after 8 seconds once someone is on a point again. Tempo is relative to 120. Spare points with no matching instrument tag get a cheerful, active, or calm idle from that tempo.
Where it lives
Managed script. Prefabs in Modules\SandBox\Prefabs\sp_editor_paired_spawnpoints.xml and sp_editor_spawnpoints.xml. Town scenes place the prefabs without extra variables.
Examples
Four band layouts. sp_npc_musicians_a through sp_npc_musicians_d. The standing point under a is tagged musician and plays act_play_dombra_stand.
Dancer group. sp_npc_dancing_with_audience. The music point uses act_dance_norse.
Town placement, no overrides. SandBoxCore\SceneObj\empire_town_s. sp_npc_musicians_a, sp_npc_musicians_b, and sp_npc_musicians_c on levels 1–3 and civilian. The scene does not change the script.