Skip to content

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.