MultiplayerMangonelSpawner
v1.4.8
Spawns the non-fire multiplayer mangonel. A name override can swap in another prefab, such as the grapeshot body.
Find placed ones in the Scene panel with s:MultiplayerMangonelSpawner. See Filter.
Where you put it
Use mangonel_a_spawnerMP or mangonel_b_spawnerMP from Modules\Native\Prefabs\spawners.xml. Empty ToBeSpawnedOverrideName spawns mangonel_a or mangonel_b. This spawner does not spawn the fire machine.
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 that child. |
| ToBeSpawnedOverrideName | Prefab to spawn. Empty uses the entity-name rule. |
| ToBeSpawnedOverrideNameForFireVersion | Fire prefab name. This spawner does not spawn it. |
projectile_pile is hidden. The a prefab stores it at about -3.34, 4.38. The b prefab stores it at about -3.21, 2.76.
What it does
Spawns the non-fire mangonel, removes ammo children that are off, and copies the deploy tags.
Where it lives
Managed script. Prefabs in Modules\Native\Prefabs\spawners.xml. Multiplayer siege scenes under Modules\Native\SceneObj.
Examples
Stock A and B. spawners.xml. All eight ammo boxes on. No name override.
Grapeshot body. Native\SceneObj\mp_siege_map_003. mangonel_b_spawnerMP sets ToBeSpawnedOverrideName to mangonel_b_grapeshot and moves projectile_pile.