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.