FireMangonel
v1.4.8
A mangonel that throws fire ammunition. Attacker machines are fire onagers. Defender machines are fire catapults. The crew, skeleton, and aim limits match the stone mangonel of the same size.
Find placed ones with s:FireMangonel. See Filter.
Where you put it
Put it on the mangonel body, not on the empty parent. Vanilla uses mangonel_a_fire_body under mangonel_a_fire for the large machine, and mangonel_b_fire_body under mangonel_b_fire for the small one. Grapeshot fire copies are mangonel_a_grapeshot_fire and mangonel_b_grapeshot_fire. The body needs children tagged body, rope, rotate, and vertical_adjuster.
Siege scenes do not place this script. They place mangonel_a_spawner or mangonel_b_spawner, and that spawner instantiates the grapeshot fire prefab when the engine is on fire.
What you set
mangonel_a_fire stores these rows. mangonel_b_fire uses the mangonel_b_* skeleton names, the short crew actions (act_usage_mangonel_idle and the matching reload, shoot, and load clips), bone bn_projectile_holder, speed 45, bottom angle -0.2, and navmesh mangonel_b_dnm.
| Panel field | What to do with it |
|---|---|
| MangonelBodySkeleton | Body skeleton. Large fire: mangonel_skeleton. Small: mangonel_b_skeleton. |
| MangonelBodyFire | Shoot anim on the body. Large: mangonel_fire. Small: mangonel_b_fire. |
| MangonelBodyReload | Reload anim on the body. Large: mangonel_set_up. Small: mangonel_b_set_up. |
| MangonelRopeFire | Shoot anim on the rope. Large: mangonel_holder_fire. Small: mangonel_b_holder_fire. |
| MangonelRopeReload | Reload anim on the rope. Large: mangonel_holder_set_up. Small: mangonel_b_holder_set_up. |
| MangonelAimAnimation | Pitch pose. Large: mangonel_a_anglearm_state. Small: mangonel_b_anglearm_state. |
| ProjectileBoneName | Bone the shot sits on. Large: end_throwarm. Small: bn_projectile_holder. |
| IdleActionName | Crew idle. Large: act_usage_mangonel_big_idle. |
| ShootActionName | Crew shoot. Large: act_usage_mangonel_big_shoot. |
| Reload1ActionName | First reload. Large: act_usage_mangonel_big_reload. |
| Reload2ActionName | Second reload. Both sizes: act_usage_mangonel_reload_2. |
| RotateLeftActionName | Turn left. Both: act_usage_mangonel_rotate_left. |
| RotateRightActionName | Turn right. Both: act_usage_mangonel_rotate_right. |
| LoadAmmoBeginActionName | Start loading. Large: act_usage_mangonel_big_load_ammo_begin. |
| LoadAmmoEndActionName | Finish loading. Large: act_usage_mangonel_big_load_ammo_end. |
| Reload2IdleActionName | Idle during the second reload. Both: act_usage_mangonel_reload_2_idle. |
| ProjectileSpeed | Shot speed. Large fire pot: 60. Small fire pot: 45. |
| MissileItemID | The shot. Pot machines: pot. Grapeshot fire: grapeshot_fire_stack. |
| MultipleProjectileCount | Pellets in a grapeshot stack. Grapeshot fire prefabs store 5. The pot prefabs do not write this row. |
| Focus | AI preference. Prefab: Troops. |
| StartingAmmoCount | Shots on the machine. Prefab: 20. |
| TopReleaseAngleRestriction | Highest pitch, radians. Prefab: 0.7. |
| BottomReleaseAngleRestriction | Lowest pitch, radians. Large: 0.1. Small: -0.2. |
| RemoveOnDeployTag | Tag removed when the engine deploys. Empty on the prefab. |
| AddOnDeployTag | Tag shown when the engine deploys. Empty on the prefab. The spawner copies its own value here. |
| PilotStandingPointTag | Pilot point. Prefab: Pilot. |
| AmmoPickUpTag | Ammo pickups. Prefab: ammopickup. |
| WaitStandingPointTag | Waiting points. Prefab: Wait. |
| NavMeshPrefabName | Navmesh under the machine. Large: mangonel_a_dnm. Small: mangonel_b_dnm. |
What it does
Crew load, aim, and shoot like a stone mangonel. A large fire machine throws pot at speed 60. A small one throws pot at 45. Grapeshot fire throws grapeshot_fire_stack (five pellets): large at 60, small at 45. On the attacker side the engine counts as a fire onager. On the defender side it counts as a fire catapult. The AI heavily prefers flammable targets, siege towers, moving targets, and other engines.
Where it lives
Modules\Native\Prefabs\props_siege_mangonels.xml.
Examples
No scene file stores this script. These prefabs do.
Large fire pot. mangonel_a_fire / mangonel_a_fire_body. Missile pot, speed 60, big-mangonel crew clips, bone end_throwarm.
Small fire pot. mangonel_b_fire / mangonel_b_fire_body. Missile pot, speed 45, short crew clips, bone bn_projectile_holder.
Large grapeshot fire. mangonel_a_grapeshot_fire. Missile grapeshot_fire_stack, MultipleProjectileCount 5, speed 60. This is what mangonel_a_spawner spawns for the fire version.
Small grapeshot fire. mangonel_b_grapeshot_fire. Missile grapeshot_fire_stack, count 5. mangonel_b_spawner spawns this for the fire version.