PopupSceneSwitchCameraSequence
v1.4.8
After the initial wait, moves the customcamera tag onto a named entity. Positive and negative do nothing.
Find placed ones in the Scene panel with s:PopupSceneSwitchCameraSequence. See Filter.
Where you put it
Add it to an entity whose tag is the name of the PopupSceneSpawnPoint that should trigger it. EntityName is the camera entity to promote, not this entity.
No vanilla scene stores it.
What you set
Own field first, then the three times from PopupSceneSequence.
| Panel field | What to do with it |
|---|---|
| EntityName | Name of the entity that should become the camera. Default empty, which does nothing. |
| InitialActivationTime | Seconds before the tag moves. Default 0. |
| PositiveActivationTime | Seconds before the empty positive step. Default 0. |
| NegativeActivationTime | Seconds before the empty negative step. Default 0. |
What it does
On the initial state, the current customcamera tag is removed and added to the entity named EntityName. The positive and negative steps are empty.
The notification plays the initial state when the scene opens.
Where it lives
Managed script, on the sequence base. No scene.xscene and no prefab under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC stores it.
Examples
No placed entity. The spawn point is the caller: it finds entities tagged with its own name and runs the sequence timer. Vanilla notification cameras put customcamera on the camera entity directly, as camera_static does in scn_third_banner_piece_notification.