MultiplayerBatteringRamSpawner
v1.4.8
Spawns the multiplayer battering ram and aims it at a gate along a path. The spawned ram has 12000 hit points. SpeedModifierFactor still scales its speed.
Find placed ones in the Scene panel with s:MultiplayerBatteringRamSpawner. See Filter.
Where you put it
Use prefab batteringram_a_spawnerMP from Modules\Native\Prefabs\spawners.xml. Empty ToBeSpawnedOverrideName spawns batteringram_a (entity name minus the last _piece). Put a path entity in the scene and set PathEntityName to that path's name. GateTag is the gate this ram belongs to. SideTag is the wall side (middle on the siege map below).
What you set
Prefab order, after the hidden ground frame. The editor clamps SpeedModifierFactor to 0.8–1.2.
| Panel field | What to do with it |
|---|---|
| SideTag | Wall side. Prefab empty. The siege map uses middle. |
| GateTag | Gate this ram drives at. Prefab empty. The siege map uses outer_gate. |
| PathEntityName | Path the ram follows. Prefab Path. The siege map uses ram. |
| BridgeNavMeshID_1 | Navmesh id on the bridge. Prefab 8. |
| BridgeNavMeshID_2 | Second bridge id. Prefab 8. |
| DitchNavMeshID_1 | Ditch id. Prefab 9. |
| DitchNavMeshID_2 | Second ditch id. Prefab 10. |
| GroundToBridgeNavMeshID_1 | Ground-to-bridge id. Prefab 12. |
| GroundToBridgeNavMeshID_2 | Second ground-to-bridge id. Prefab 13. |
| AddOnDeployTag | Tag added when the ram deploys. Empty. |
| RemoveOnDeployTag | Tag removed on deploy. Empty. |
| SpeedModifierFactor | Multiplies min and max speed. Prefab 1. The siege map uses 1.2. |
| EnableAutoGhostMovement | Editor ghost walks PathEntityName. Prefab off. |
| ToBeSpawnedOverrideName | Prefab override. Empty uses batteringram_a. |
| ToBeSpawnedOverrideNameForFireVersion | Unused here. This spawner has no fire version. |
The prefab also saves wait_pos_ground. That row is hidden. Move the ground-wait ghost; the matrix is what gets stored.
What it does
Spawns batteringram_a, sets its hit points to 12000, scales speed by SpeedModifierFactor, and passes the gate, side, path, and navmesh ids through to the ram.
Where it lives
Managed script. Prefab batteringram_a_spawnerMP in Modules\Native\Prefabs\spawners.xml. Used on the multiplayer siege maps under Modules\Native\SceneObj.
Examples
Outer gate, faster ram. Native\SceneObj\mp_siege_map_003. One batteringram_a_spawnerMP, tag mp_siege_objective_battering_ram. SideTag middle, GateTag outer_gate, PathEntityName ram, SpeedModifierFactor 1.2.