PopupSceneSpawnPoint
v1.4.8
Marks where a notification character stands, which action they play, and what they hold. The notification fills the body. This script supplies the pose.
Find placed ones in the Scene panel with s:PopupSceneSpawnPoint. See Filter.
Where you put it
Add the script to an editor-only entity with a human skeleton and the stand arrow. Tag it spawnpoint_player_1, spawnpoint_player_2, and so on. The notification walks those tags in order and skips a number that has no entity.
The ready-made prefab is cutscene_agent_template in Modules\SandBox\Prefabs\cutscene_props.xml.
What you set
The template stores this order. Scenes that need the extra rows write those as well.
| Panel field | What to do with it |
|---|---|
| InitialAction | Action when the notification opens. Empty means no action. |
| PositiveAction | Action when the player continues. Empty keeps the initial action. |
| NegativeAction | Action for the negative state. Empty keeps the initial action. The notification does not call that state. |
| InitialFaceAnimCode | Face clip for the open. Loops. |
| PositiveFaceAnimCode | Face clip when the player continues. Loops. |
| NegativeFaceAnimCode | Face clip for the negative state. Loops. |
| RightHandWieldedItem | Item id in the first weapon slot, wielded in the right hand. |
| PrefabItem | Prefab parented to a bone on the character. Empty skips it. |
| PrefabBone | Bone for that prefab. The template stores ItemR. |
| LeftHandWieldedItem | Item id in the second weapon slot, wielded in the left hand. The template leaves this row off. |
| BannerTagToUseForAddedPrefab | If this matches a banner slot such as banner_1, the banner texture is applied to the added prefab. |
| StartWithRandomProgress | On: the initial action starts at a random point in the first half of the clip. Off starts at 0. |
| AttachedPrefabOffset | Local shift of the added prefab. Default zero. |
Some scenes also save UseHorse. This script does not read it. The notification decides the horse.
The template, from cutscene_props.xml:
<script name="PopupSceneSpawnPoint">
<variables>
<variable name="InitialAction" value="mainstory_cutscene_conspiracy_walk_1"/>
<variable name="PositiveAction" value="mainstory_cutscene_conspiracy_talk_1"/>
<variable name="NegativeAction" value=""/>
<variable name="InitialFaceAnimCode" value=""/>
<variable name="PositiveFaceAnimCode" value=""/>
<variable name="NegativeFaceAnimCode" value=""/>
<variable name="RightHandWieldedItem" value=""/>
<variable name="PrefabItem" value=""/>
<variable name="PrefabBone" value="ItemR"/>
</variables>
</script>
What it does
On open, the character and their mount play InitialAction, and the face uses InitialFaceAnimCode. Weapons are written into the equipment and wielded. PrefabItem is attached to PrefabBone.
When the player continues, the notification calls the positive state: PositiveAction and PositiveFaceAnimCode. Entities tagged with this spawn point’s name get the same initial or positive call, which is how a PopupSceneSequence stays in step with the character.
Where it lives
Managed script. The template is Modules\SandBox\Prefabs\cutscene_props.xml. Notification scenes under SandBox\SceneObj\scn_* store the overrides.
Examples
Conspiracy walker. Prefab cutscene_agent_template. Tags npc_wait and spawnpoint_player_4. Initial mainstory_cutscene_conspiracy_walk_1, positive mainstory_cutscene_conspiracy_talk_1.
Mother with the baby. SandBox\SceneObj\scn_born_baby. Entity sp_maid, tag spawnpoint_player_2. Initial act_cutscene_born_baby_mom. PrefabItem baby_right on ItemR.
Priest at the wedding. SandBox\SceneObj\scn_cutscene_wedding. Entity sp_wedding_priest, tag spawnpoint_player_3. Initial act_cutscene_wedding_priest. All three face rows are talking_normal.
Executioner with the axe. SandBox\SceneObj\scn_execution_notification. Entity sp_player_executioner, tag spawnpoint_player_2. Positive action act_cutscene_executioner_action. RightHandWieldedItem execution_axe.
A lord who swears, sword and shield. SandBox\SceneObj\scn_cutscene_declare_dragon_banner. Entity pledge_pose_14, tag spawnpoint_player_1. Left hand battania_large_shield_a, right hand battania_sword_4_t4. Face declare_dragon_banner_face_01.
Heir holding a practice sword. SandBox\SceneObj\scn_cutscene_heir_coming_of_age. Entity heir_character_stage_2, tag spawnpoint_player_3. PrefabItem training_sword on ItemR.
Crowd that is already mid-cheer. SandBox\SceneObj\scn_become_king_notification. Prefab cutscene_agent_template, tag spawnpoint_player_14. Initial act_main_story_become_king_female_crowd_5. StartWithRandomProgress on. The point tagged spawnpoint_player_12 does the same with act_main_story_become_king_crowd_07.
Sister at the hatch. NavalDLC\SceneObj\cutscene_saving_sister. Prefab cutscene_agent_template, tag spawnpoint_player_3. The scene replaces the action with act_cutscene_sister_save_door and clears PositiveAction.