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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.