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MultiplayerFireMangonelSpawner

v1.4.8

Spawns the fire multiplayer mangonel, and can turn individual ammo piles off.

Find placed ones in the Scene panel with s:MultiplayerFireMangonelSpawner. See Filter.

Where you put it

Use mangonel_a_spawnerFireMP or mangonel_b_spawnerFireMP from Modules\Native\Prefabs\spawners.xml. Empty override names spawn mangonel_a_fire or mangonel_b_fire.

What you set

Panel field What to do with it
AddOnDeployTag Tag added on deploy. Empty in vanilla.
RemoveOnDeployTag Tag removed on deploy. Empty in vanilla.
ammo_pos_a_enabled … ammo_pos_h_enabled One checkbox per ammo child. On by default. Off removes the child of that name (ammo_pos_c and so on).
ToBeSpawnedOverrideName Base prefab name. Empty uses the entity name minus the last _piece.
ToBeSpawnedOverrideNameForFireVersion Full fire prefab name. Empty adds _fire to the base name.

projectile_pile is saved on the prefab and on scenes, and the panel hides that row. Move the projectile_pile child. The a prefab stores the pile at about -3.34, 4.38. The b prefab stores it at about -3.21, 2.76.

What it does

Spawns only the fire mangonel. Ammo children whose checkbox is off are removed. Deploy tags are copied onto the machine.

Where it lives

Managed script. Prefabs in Modules\Native\Prefabs\spawners.xml. Multiplayer siege scenes under Modules\Native\SceneObj.

Examples

Fire mangonel A and B. spawners.xml. All eight ammo boxes on.

Three piles removed. Native\SceneObj\mp_siege_map_005. mangonel_a_spawnerFireMP moves projectile_pile and sets ammo_pos_c_enabled, ammo_pos_d_enabled, and ammo_pos_e_enabled to false.