# Set Mercenary Scene
Grammar — Set the Scene File Path of mercenaryId to scenePath
Flags —Native|Action
Sets the movie that plays when the specified mercenary is selected.
# Arguments
int<preset::Mercenary> — MercenaryIdstring<filepath> — ScenePath
Returns — void
native void MercenarySetScenePath(
int inMercenaryId,
string inFilePath,
);
# Related
Category: Story / Mercenary Panel
- Mercenary Panel Exited —
void— TriggerAddEventMercenaryPanelExit - Mercenary Panel Purchase —
void— TriggerAddEventMercenaryPanelPurchase - Mercenary Panel Selection Changed —
void— TriggerAddEventMercenaryPanelSelectionChanged - Create Mercenary —
void— MercenaryCreate - Last Created Mercenary —
int<preset::Mercenary> — MercenaryLastCreated - Destroy Mercenary —
void— MercenaryDestroy - Set Mercenary Title Text —
void— MercenarySetTitleText - Set Mercenary Unit Text —
void— MercenarySetUnitText - Set Mercenary CostText —
void— MercenarySetCostText - Set Mercenary Description Text —
void— MercenarySetDescriptionText - Set Mercenary Special Text —
void— MercenarySetSpecialText - Set Mercenary Availability Text —
void— MercenarySetAvailabilityText - Set Mercenary Cost —
void— MercenarySetCost - Set Mercenary State —
void— MercenarySetState - Set Mercenary Portrait Image —
void— MercenarySetImageFilePath - Set Mercenary Portrait Model —
void— MercenarySetModelLink - Set Mercenary Scene —
void— MercenarySetScenePath - Set Mercenary Player Group —
void— MercenarySetPlayerGroup - Set Mercenary Recently Purchased —
void— MercenarySetRecentlyPurchased - Mercenary Is Recently Purchased —
bool— MercenaryIsRecentlyPurchased - Purchase Mercenary —
void— MercenaryPurchase - Set Selected Mercenary —
void— MercenarySetSelected - Enable/Disable Mercenary Panel Close Button —
void— MercenaryPanelSetCloseButtonEnabled - Enable/Disable Mercenary Panel Dismiss Button —
void— MercenaryPanelSetDismissButtonEnabled - Selected Mercenary —
int<preset::Mercenary> — MercenaryGetSelected
# Examples
campaigns/libertystory.sc2campaign — base.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.sc2campaign — base.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.sc2campaign — base.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.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:3757
}
else if (auto90A2DADE_val == libCamp_ge_StoryMercID_MercDevilDogs) {
MercenarySetScenePath(MercenaryLastCreated(), "Assets\\Textures\\merccontract_firebats.ogv");
}
else {