BatteringRamSpawner
v1.4.8
Spawns a BatteringRam and tells it which gate, which side, and which path to use.
Find placed ones in the Scene panel with s:BatteringRamSpawner. See Filter.
Where you put it
Place batteringram_a_spawner from Native\Prefabs\spawners.xml. Aim it down the path the ram should follow. The path entity name has to match an entity in the scene.
What you set
The spawner prefab stores no variables, so these are the code defaults. Siege scenes also store wait_pos_ground, a ground frame. That field is hidden from the panel.
| Panel field | What to do with it |
|---|---|
| SideTag | Side passed to the ram (middle, or a flank tag). Default empty. |
| GateTag | Gate tag the ram should hit. Default empty. Scenes use outer_gate. |
| PathEntityName | Name of the path entity. Default Path. |
| BridgeNavMeshID_1 | Bridge face. Default 8. |
| BridgeNavMeshID_2 | Second bridge face. Default 8. |
| DitchNavMeshID_1 | Ditch face. Default 9. |
| DitchNavMeshID_2 | Second ditch face. Default 10. |
| GroundToBridgeNavMeshID_1 | Ground-to-bridge face. Default 12. |
| GroundToBridgeNavMeshID_2 | Second ground-to-bridge face. Default 13. |
| AddOnDeployTag | Copied onto the ram. Default empty. |
| RemoveOnDeployTag | Copied onto the ram. Default empty. |
| SpeedModifierFactor | Multiplies the ram's min and max speed. Default 1. The editor clamps a change to 0.8–1.2. |
| EnableAutoGhostMovement | On: the editor ghost walks PathEntityName. Default off. |
| ToBeSpawnedOverrideName | Prefab to spawn instead of the default ram. Default empty. |
| ToBeSpawnedOverrideNameForFireVersion | Fire-version prefab. Default empty. The ram spawner does not spawn a fire version. |
If the scene has a ditch_filler with this SideTag, the editor warns when any of those face ids is missing.
What it does
On mission start it spawns the ram and copies the tags, the path name, the navmesh ids, and the speed multiplier. SpeedModifierFactor scales both MinSpeed and MaxSpeed on the ram. Changing PathEntityName retargets the editor ghost.
Where it lives
Managed script, on the siege-spawner base. Prefab batteringram_a_spawner is in Native\Prefabs\spawners.xml. Castle and town siege scenes place it.
Examples
Bare spawner. Native\Prefabs\spawners.xml, entity batteringram_a_spawner. The script is present and no variable is stored.
Outer gate, level 3 path. SandBoxCore\SceneObj\khuzait_castle_siege_001. A batteringram_a_spawner sets SideTag to middle, GateTag to outer_gate, and PathEntityName to ram_path_lvl3. It also stores the hidden ground frame. Bridge and ditch ids stay at the defaults. The entity is on levels level_2, level_3, and siege.