FireBallista
v1.4.8
A ballista that fires a burning bolt. The machine, crew points, and aim limits match the stone ballista. The missile id is the burning bolt.
Find placed ones with s:FireBallista. See Filter.
Where you put it
Put it on the ballista entity. Vanilla keeps the script on the prefab root, next to the destructible body. ballista_a_fire uses the attacker crew animations. ballista_b_fire uses the defender set. Both use the same stand tags: BallistaNavel, BallistaBody, and SkeletonEntity.
What you set
The prefab stores these rows, in this order. ballista_a_fire is the attacker copy. ballista_b_fire swaps every action name to the _defender clip and keeps the other values.
| Panel field | What to do with it |
|---|---|
| NavelTag | Child that yaws the ballista. Prefab: BallistaNavel. |
| BodyTag | Child that pitches. Prefab: BallistaBody. |
| SkeletonTag | Skeleton child. Prefab: SkeletonEntity. |
| AnimationHeightDifference | Height fix for the crew pose. Prefab stores 0. |
| IdleActionName | Crew idle. Attacker: act_usage_ballista_idle_attacker. |
| ReloadActionName | Reload. Attacker: act_usage_ballista_reload_attacker. |
| PlaceAmmoStartActionName | Start of placing a bolt. Attacker: act_usage_ballista_ammo_place_start_attacker. |
| PlaceAmmoEndActionName | End of placing a bolt. Attacker: act_usage_ballista_ammo_place_end_attacker. |
| PickUpAmmoStartActionName | Start of picking a bolt up. Attacker: act_usage_ballista_ammo_pick_up_start_attacker. |
| PickUpAmmoEndActionName | End of picking a bolt up. Attacker: act_usage_ballista_ammo_pick_up_end_attacker. |
| BallistaShootingSpeed | Bolt speed. Both fire prefabs store 170. |
| MissileItemID | The shot. Both fire prefabs store ballista_projectile_burning. The stone prefabs store ballista_projectile. |
| Focus | What the AI prefers. Prefab: Troops. Also Walls, RangedSiegeWeapons, PrimarySiegeWeapons. |
| StartingAmmoCount | Bolts on the machine at start. Prefab stores 0, so it draws from a pile. |
| TopReleaseAngleRestriction | Highest pitch, in radians. Prefab: 0.7. |
| BottomReleaseAngleRestriction | Lowest pitch, in radians. Prefab: -0.7. |
| RemoveOnDeployTag | Scene entities with this tag are removed when the engine deploys. Prefab leaves it empty. |
| AddOnDeployTag | Scene entities with this tag are shown when the engine deploys. Prefab leaves it empty. |
| PilotStandingPointTag | Pilot point. Prefab: Pilot. |
| AmmoPickUpTag | Ammo pickup points. Prefab: ammopickup. |
| WaitStandingPointTag | Waiting points. Prefab: Wait. |
| NavMeshPrefabName | Navmesh swapped in under the machine. Prefab: ballista_a_dnm. |
What it does
Crew use, reload, and pick up bolts the same way as a stone ballista. The shot is ballista_projectile_burning. The AI raises the value of flammable targets and of other siege engines, and almost ignores walls.
Where it lives
Modules\Native\Prefabs\props_siege_ballistas.xml, prefabs ballista_a_fire and ballista_b_fire. The stone machines in the same file are ballista_a and ballista_b.
Examples
No scene file stores this script. The machines are the two prefabs.
Attacker fire ballista. Native\Prefabs\props_siege_ballistas.xml, entity ballista_a_fire. Missile ballista_projectile_burning, speed 170, attacker action names, navmesh ballista_a_dnm.
Defender fire ballista. Same file, entity ballista_b_fire. Same missile and speed. Every action name uses the _defender clip. The stand mesh on that prefab is ballista_b_stand.