DeploymentPoint
v1.4.8
A siege deploy marker. It gathers the siege weapons inside Radius, or weapons tagged SiegeWeaponTag, and the deployment UI uses that set.
Find placed ones in the Scene panel with s:DeploymentPoint. See Filter.
Where you put it
Drop siege_deployment_placeholder_part_a or part_b from Native\Prefabs\props_siege.xml on the ground in front of a wall or gate. Put it on the siege level.
What you set
| Panel field | What to do with it |
|---|---|
| Side | Who deploys here. Code default Attacker. |
| Radius | Meters. A siege weapon closer than this is included. Code default 3. |
| SiegeWeaponTag | Tag that also includes a weapon, on the weapon or its parent. Code default dpWeapon. The placeholder prefabs store no_deploy, so they collect by radius only. |
What it does
After the mission starts, the point lists siege weapons under the tag or inside the radius. A ram makes it a ram point. A siege tower makes it a tower point and links the ladders on that tower's side. Anything else is a ranged point. If that list is empty, the point is hidden and marked as a breach. The breach path then looks for a siege tower on the same list.
Where it lives
Managed script. The placeholders are in Native\Prefabs\props_siege.xml.
Examples
Wide attacker pad. Prefab siege_deployment_placeholder_part_a. Side Attacker, Radius 7.750, SiegeWeaponTag no_deploy.
Narrow attacker pad. Prefab siege_deployment_placeholder_part_b. Side Attacker, Radius 4.160, SiegeWeaponTag no_deploy.
Defender pad on a siege map. SandBox\SceneObj\sturgia_castle_siege_001. One siege_deployment_placeholder_part_b sets Side to Defender and Radius to 4.960. The tag stays the prefab's no_deploy. It is on levels level_1 and siege.