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PopupSceneShipController

v1.4.8

Pushes or anchors one ship in a notification scene. The ship is the entity with the tag you type, not the entity this script sits on.

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

Where you put it

Add the script to an empty entity in the scene. Tag the ship you want to move. The force is applied at this entity’s center of mass, in the ship’s local axes.

What you set

The editor shows the private fields and two buttons. The scene stores the three values. The buttons are not saved.

Panel field What to do with it
_continousForce Local force, multiplied by the ship’s mass. The vanilla scene stores (0, 45, 0).
_isAnchored On: the ship’s naval physics drops an anchor and the force is not applied. Default off.
_targetShipEntityTag Tag of the ship entity. The vanilla scene stores funeral_boat.
StartApplyingForce Editor button. Starts the push and remembers the ship frame.
StopApplyingForce Editor button. Puts the ship back on that frame and clears its velocity.

On play, the push is already on. StopApplyingForce is what turns it off in the editor.

What it does

Each physics step, if the ship is not anchored and the push is on, the force is applied at this entity’s center of mass. If _isAnchored is on, the ship’s naval physics is anchored instead and the force is skipped.

Where it lives

Managed script. One scene stores it.

Examples

Funeral boat pushed forward. NavalDLC\SceneObj\scn_cutscene_main_hero_naval_battle_death. Entity ship_scripts. Force (0, 45, 0), anchor off, tag funeral_boat. The tagged entity is funeral_boat_nested, mass 600, gravity off.