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PopupSceneSwitchItemSequence

v1.4.8

Swaps one equipment slot on the notification character when a sequence state fires. An empty item clears that slot.

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

Where you put it

Add it to an entity whose tag is the name of the PopupSceneSpawnPoint for that character. The spawn point passes its character visual into the sequence.

No vanilla scene stores it. Weapons that are already in hand at the start belong on the spawn point’s wielded-item fields.

What you set

Panel field What to do with it
InitialItem Item id applied on the initial state. Empty clears the slot.
PositiveItem Item id applied on the positive state.
NegativeItem Item id applied on the negative state.
InitialBodyPart Slot for the initial item.
PositiveBodyPart Slot for the positive item.
NegativeBodyPart Slot for the negative item.
InitialActivationTime Seconds before the initial swap. Default 0. From the sequence base.
PositiveActivationTime Seconds before the positive swap. Default 0.
NegativeActivationTime Seconds before the negative swap. Default 0.

Body part values: None, Weapon0, Weapon1, Weapon2, Weapon3, ExtraWeaponSlot, Head, Body, Leg, Gloves, Cape, Horse, HorseHarness. None skips the swap. Default is None.

What it does

When the timer fires, the item is written into that equipment slot and the character visual is refreshed with the right hand wielding slot 0. An empty item name clears the slot.

The notification calls the initial state on open and the positive state when the player continues. It does not call the negative state.

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 caller is PopupSceneSpawnPoint: entities tagged with the spawn point’s name receive the character visual and the state changes. For a weapon that is already equipped when the shot opens, set RightHandWieldedItem or LeftHandWieldedItem on the spawn point instead. scn_execution_notification does that with execution_axe.