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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.