SceneLeveler
v1.4.8
Editor tool that copies a selection set into another level by swapping _l1, _l2, and _l3 in the prefab name.
Find placed ones in the Scene panel with s:SceneLeveler. See Filter.
Where you put it
Drop the prefab scene_leveler from Modules\Native\Prefabs\editor_helpers_&_tests.xml in the scene, fill the two set names, and use the buttons. The entity does nothing during play.
What you set
| Panel field | What to do with it |
|---|---|
| SourceSelectionSetName | Selection set to read. Empty names are rejected. |
| TargetSelectionSetName | Selection set the new entities are put in. |
| CreateLevel1 | Button. Spawns the _l1 prefab for each source entity that has a level mask. |
| CreateLevel2 | Button. Same for _l2. |
| CreateLevel3 | Button. Same for _l3. |
| DeleteLevel1 | Button. Deletes entities that are only level 1, and clears the level-1 bit on the rest. |
| DeleteLevel2 | Button. Same for level 2. |
| DeleteLevel3 | Button. Same for level 3. |
| SelectEntitiesWithoutLevel | Button. Selects every entity in the scene that has no level mask. |
A source entity must already carry level 1, 2, or 3. Its prefab name must change when _l1, _l2, or _l3 is swapped in, or that entity is skipped. WallSegment and mesh_bender are copied onto the new entity when the source has them and the new one does not.
The helper prefab leaves both names empty. The buttons are not saved.
What it does
CreateLevel instantiates the renamed prefab on the source entity’s frame, sets that level bit, and selects the results under TargetSelectionSetName. Entities that already have the bit are selected and not duplicated.
Where it lives
Managed script. Prefab: Modules\Native\Prefabs\editor_helpers_&_tests.xml (scene_leveler).
Examples
Empty helper. Prefab scene_leveler. Both set names are empty.
Town, level 3 down to level 2. SandBoxCore\SceneObj\aserai_town_a. Prefab scene_leveler. SourceSelectionSetName lvl3, TargetSelectionSetName lvl2. The entity is on levels 1, 2, 3, civilian, siege, and sally.
Nord map icon, civilian set. NavalDLC\Prefabs\nord_map_icons.xml. Prefab town_NX_Y, child entity n1_civilian. Source nord1, target nord3. nord_castle_a and nord_castle_b in that file store the same pair on a child of the same name.