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CastleGate

v1.4.8

A castle gate that opens, closes, takes ram and melee hits, and breaks. The same entity is the destructible door and the point defenders hold.

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

Where you put it

Put it on the gate entity. Outer gates are tagged outer_gate. Inner gates use inner_gate. The door skeleton uses LeftDoorBoneName and RightDoorBoneName. Extra colliders use ExtraCollisionObjectTagLeft and ExtraCollisionObjectTagRight. Children tagged middle_pos and wait_pos are the defender positions. Children tagged open and close are the use points.

What you set

Native\Prefabs\props_siege_gates_outer.xml stores this order on aserai_castle_gate_outer_l1.

Panel field What to do with it
OwningTeam Who owns the gate. This gate stores Defenders.
OpeningAnimationName Open clip. This gate stores aserai_castle_gate_outer_l1_opening.
ClosingAnimationName Close clip. This gate stores aserai_castle_gate_outer_l1_closing.
HitAnimationName Ram hit clip. This gate stores aserai_castle_gate_outer_l1_hit.
PlankHitAnimationName Plank hit clip. This gate stores aserai_castle_gate_outer_l1_plank_hit.
HitMeleeAnimationName Melee hit clip. This gate stores aserai_castle_gate_outer_l1_hit_melee.
DestroyAnimationName Break clip. This gate stores aserai_castle_gate_outer_l1_break.
NavigationMeshId Face id of the doorway. This gate stores 462. Code default is 1000.
NavigationMeshIdToDisableOnOpen Face id turned off while the gate is open. This gate stores 106. Code default is -1.
LeftDoorBoneName Left door bone. This gate stores bn_middle_l. Code default is bn_bottom_l.
RightDoorBoneName Right door bone. This gate stores bn_middle_r. Code default is bn_bottom_r.
ExtraCollisionObjectTagRight Extra collider on the right. This gate stores extra_collider_r.
ExtraCollisionObjectTagLeft Extra collider on the left. This gate stores extra_collider_l.
ActivateExtraColliders On: those extra colliders are used. This gate stores on.
SideTag Which side of the castle this gate is. This gate stores middle. A ram spawner uses the same tag.
AutoOpen On: the gate opens on its own. This gate stores off.
PilotStandingPointTag Pilot stand tag. This gate stores Pilot.
AmmoPickUpTag Ammo stand tag. This gate stores ammopickup.
WaitStandingPointTag Wait stand tag. This gate stores Wait.
NavMeshPrefabName Navmesh prefab. This gate leaves it empty.

The ram-hit sound is event:/mission/siege/door/hit.

What it does

Defenders and attackers use the open and close points. OpeningAnimationName and ClosingAnimationName drive the door bones. A ram hit, a plank hit, and a melee hit each play their clip. Destruction plays DestroyAnimationName. NavigationMeshId is the doorway agents path through. NavigationMeshIdToDisableOnOpen is blocked while the leaves are open. SideTag is how a BatteringRamSpawner picks this gate.

Where it lives

Managed script. Outer, inner, and sally gate prefabs are in Native\Prefabs\props_siege_gates_outer.xml, props_siege_gates_inner.xml, and props_siege_gates_sally.xml. Town and castle scenes place those prefabs.

Examples

Aserai outer gate, level 1. Native\Prefabs\props_siege_gates_outer.xml, entity aserai_castle_gate_outer_l1, tag outer_gate. Clip names are the aserai_castle_gate_outer_l1_* set. Doorway face 462, face disabled while open 106, bones bn_middle_l and bn_middle_r, SideTag middle.

Empire outer gate, level 3. The same file, entity empire_castle_gate_outer_l3. OpeningAnimationName is empire_castle_gate_outer_l3_opening and ClosingAnimationName is empire_castle_gate_outer_l3_closing.