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BatteringRam

v1.4.8

The ram that rolls up to a gate and hits it. Scenes place a BatteringRamSpawner, which spawns this prefab. The weapon prefab is hidden in the prefab browser.

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

Where you put it

Use the spawner in a siege scene. The ram looks for a path entity and a CastleGate whose tags the spawner copied across.

What you set

Native\Prefabs\props_siege_batteringrams.xml stores this order on batteringram_a. The prefab also writes ForcedUse false. That property is hidden from the panel.

Panel field What to do with it
GhostEntityMove Editor ghost motion. Code default is on. The prefab stores off.
GhostEntitySpeedMultiplier Scales that ghost. The prefab stores 1.
WheelDiameter Wheel size used while it rolls. The prefab stores 1.3.
GateNavMeshId Navmesh id of the gate opening. Code default is 7. The prefab stores 50.
DisabledNavMeshID Navmesh id disabled with the ram. Code default is 8. The prefab stores 40.
NavMeshIdToDisableOnDestination Face id turned off when the ram arrives. The prefab stores -1.
MinSpeed Slowest roll. Code default is 0.5. The prefab stores 0.25. The spawner multiplies this.
MaxSpeed Fastest roll. Code default is 1. The prefab stores 0.88. The spawner multiplies this.
DamageMultiplier Scales the hit. Code default is 10. The prefab stores 300.
RemoveOnDeployTag Entities with this tag are removed when it deploys. Empty on the prefab.
AddOnDeployTag Entities with this tag are added when it deploys. Empty on the prefab. The spawner copies its own value here.
PilotStandingPointTag Pilot stand tag. The prefab stores Pilot.
AmmoPickUpTag Ammo stand tag. The prefab stores ammopickup.
WaitStandingPointTag Wait stand tag. The prefab stores Wait.
NavMeshPrefabName Navmesh prefab. The prefab stores batteringram_c_dnm.

Pull stands are children tagged pull. The hit clips are batteringram_fire, batteringram_fire_weak, and batteringram_fire_weakest. Idle is batteringram_idle.

What it does

Crew on the pull points roll the ram along its path. Speed stays between MinSpeed and MaxSpeed. At the gate it plays a knock animation and damages the gate. GateNavMeshId is the opening the ram is trying to reach. A ditch filler and the bridge faces are chosen by the spawner, not by this prefab.

Where it lives

Managed script. The weapon prefab is batteringram_a in Native\Prefabs\props_siege_batteringrams.xml. No scene file stores the weapon script. Siege scenes store the spawner.

Examples

Ram prefab. batteringram_a in that file. Ghost motion off, wheel 1.3, gate navmesh 50, disabled navmesh 40, speed 0.25 to 0.88, damage multiplier 300, navmesh prefab batteringram_c_dnm.