MangonelSpawner
v1.4.8
A siege-deployment marker that spawns a mangonel, and a fire mangonel, when the battle starts. The marker also turns individual ammo slots on or off.
Find placed ones with s:MangonelSpawner. See Filter.
Where you put it
Put it on an empty marker, usually the prefab mangonel_a_spawner (large) or mangonel_b_spawner (small). Both prefabs also carry TrajectoryVisualizer. The marker is what you move in the town or castle scene. The machine itself is spawned as a child and is not saved into the scene.
Ammo slots are children of the spawned machine named ammo_pos_a through ammo_pos_h. Clearing a checkbox removes that child.
What you set
| Panel field | What to do with it |
|---|---|
| AddOnDeployTag | Copied onto the spawned mangonel. Entities with this tag are shown when the engine deploys. Prefab: empty. |
| RemoveOnDeployTag | Copied onto the spawned mangonel. Entities with this tag are removed when the engine deploys. Prefab: empty. |
| ammo_pos_a_enabled | Keep the ammo_pos_a child. Prefab: on. |
| ammo_pos_b_enabled | Keep ammo_pos_b. Prefab: on. |
| ammo_pos_c_enabled | Keep ammo_pos_c. Prefab: on. |
| ammo_pos_d_enabled | Keep ammo_pos_d. Prefab: on. |
| ammo_pos_e_enabled | Keep ammo_pos_e. Prefab: on. |
| ammo_pos_f_enabled | Keep ammo_pos_f. Prefab: on. |
| ammo_pos_g_enabled | Keep ammo_pos_g. Prefab: on. |
| ammo_pos_h_enabled | Keep ammo_pos_h. Prefab: on. |
| ToBeSpawnedOverrideName | Prefab spawned for the stone engine. mangonel_a_spawner stores mangonel_a_grapeshot. mangonel_b_spawner stores mangonel_b_grapeshot. Empty means the entity name with the last _spawner piece removed. |
| ToBeSpawnedOverrideNameForFireVersion | Prefab spawned when the engine is on fire. Large: mangonel_a_grapeshot_fire. Small: mangonel_b_grapeshot_fire. Empty means the stone name plus _fire. |
What it does
On mission start the marker spawns the stone prefab, and a second copy for the fire version. Tags on the marker are copied onto the spawned machine. Each ammo_pos_* child whose checkbox is off is deleted. AddOnDeployTag and RemoveOnDeployTag are written onto the mangonel script of that machine.
Where it lives
Modules\Native\Prefabs\spawners.xml.
Examples
Grapeshot defaults. mangonel_a_spawner spawns mangonel_a_grapeshot and mangonel_a_grapeshot_fire, all eight ammo slots on. mangonel_b_spawner spawns mangonel_b_grapeshot and mangonel_b_grapeshot_fire.
Overrides cleared. SandBoxCore\SceneObj\empire_castle_004 places mangonel_a_spawner and sets both override names to empty. With those empty, the stone prefab is the marker name minus the final _spawner piece, and the fire prefab is that name plus _fire.
Fewer ammo slots. SandBox\SceneObj\empire_town_f places mangonel_b_spawner on the siege level and turns ammo_pos_a_enabled through ammo_pos_d_enabled off. The grapeshot override names stay on the prefab.
Baked into a multiplayer siege. Native\SceneObj\mp_siege_map_006 stores two entities named mangonel_b_spawner with the script on the scene, AddOnDeployTag and RemoveOnDeployTag empty.
Nord town. NavalDLC\SceneObj\nord_town_a places both mangonel_a_spawner and mangonel_b_spawner. One small spawner, on the siege level, turns ammo_pos_b_enabled, ammo_pos_c_enabled, and ammo_pos_d_enabled off.