SpawnedItemEntity
v1.4.8
A weapon lying in the scene that an agent can pick up. Missions usually add the script when a weapon is dropped or a missile sticks. The editor prefab is an empty stand-in.
Find placed ones in the Scene panel with s:SpawnedItemEntity. See Filter.
Where you put it
The runtime copy is created on the weapon entity. The only authored prefab is spawned_item in Native\Prefabs\editor_helpers_&_tests.xml.
What you set
That prefab stores this order. It also stores IsDroppedItem and ObjectInteractionDistance. Those names are not fields on the class.
| Panel field | What to do with it |
|---|---|
| WeaponName | Item id for an authored weapon. The prefab leaves it empty. Dropped weapons fill the weapon in code. |
| DescriptionMessage | Focus description. The prefab leaves it empty. A live weapon uses the item name. |
| ActionMessage | Focus action. The prefab leaves it empty. A live weapon uses Equip, Fill, or Swap. |
| IsInstantUse | Instant use. The prefab stores off. |
What it does
The player can equip the weapon, fill a partial stack, or swap it with a held weapon. A banner uses the banner pickup path. Missiles and dropped gear are created with this script already on the entity.
Where it lives
Managed script. Prefab spawned_item is in Native\Prefabs\editor_helpers_&_tests.xml. No scene file stores the script. Mission weapon spawn creates it at runtime.
Examples
Empty editor prefab. spawned_item. WeaponName empty, IsInstantUse off. The same block stores IsDroppedItem false and ObjectInteractionDistance 3, which the class does not declare.
No scene placement. The caller is mission weapon spawn: a dropped weapon, a stuck missile, or a weapon attached to a corpse gets this script and is initialized with that weapon.