# Set Mercenary Scene

Grammar — Set the Scene File Path of mercenaryId to scenePath
FlagsNative | Action

Sets the movie that plays when the specified mercenary is selected.

# Arguments

  • int<preset::Mercenary> — MercenaryId
  • string<filepath> — ScenePath

Returns — void

native void MercenarySetScenePath(
	int inMercenaryId,
	string inFilePath,
);

Category: Story / Mercenary Panel

# Examples

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:3748

            MercenarySetSpecialText(MercenaryLastCreated(), libCamp_gf_MercSpecialText(lv_indexMerc));
            MercenarySetModelLink(MercenaryLastCreated(), libCamp_gf_MercPortraitModel(lv_indexMerc));
            MercenarySetScenePath(MercenaryLastCreated(), libCamp_gf_MercVideo(lv_indexMerc));
            auto90A2DADE_val = lv_indexMerc;
            if (auto90A2DADE_val == libCamp_ge_StoryMercID_MercKelmorianMercenaries) {

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:3751

            auto90A2DADE_val = lv_indexMerc;
            if (auto90A2DADE_val == libCamp_ge_StoryMercID_MercKelmorianMercenaries) {
                MercenarySetScenePath(MercenaryLastCreated(), "Assets\\Textures\\merccontract_marines.ogv");
            }
            else if (auto90A2DADE_val == libCamp_ge_StoryMercID_MercHammerSecurities) {

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:3754

            }
            else if (auto90A2DADE_val == libCamp_ge_StoryMercID_MercHammerSecurities) {
                MercenarySetScenePath(MercenaryLastCreated(), "Assets\\Textures\\merccontract_marauders.ogv");
            }
            else if (auto90A2DADE_val == libCamp_ge_StoryMercID_MercDevilDogs) {

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:3757

            }
            else if (auto90A2DADE_val == libCamp_ge_StoryMercID_MercDevilDogs) {
                MercenarySetScenePath(MercenaryLastCreated(), "Assets\\Textures\\merccontract_firebats.ogv");
            }
            else {