MultiplayerSiegeTowerSpawner
v1.4.8
Spawns a multiplayer siege tower and sends it at a wall segment. The spawned tower is forced to 15000 hit points, min speed 0.5, and max speed 1. SpeedModifierFactor is applied and then those two speeds replace it.
Find placed ones in the Scene panel with s:MultiplayerSiegeTowerSpawner. See Filter.
Where you put it
Use siege_tower_5m_spawnerMP, siege_tower_9m_spawnerMP, or siege_tower_12m_spawnerMP from Modules\Native\Prefabs\spawners.xml. Empty ToBeSpawnedOverrideName spawns siege_tower_5m, siege_tower_9m, or siege_tower_12m. PathEntityName is the path. TargetWallSegmentTag and SideTag name the wall this tower belongs to.
What you set
Prefab order. Navmesh ids stay -1 unless you fill them. The editor clamps SpeedModifierFactor to 0.8–1.2.
| Panel field | What to do with it |
|---|---|
| SideTag | Wall side. Prefab empty. The 9 m tower on the siege map uses left. |
| TargetWallSegmentTag | Wall segment. Prefab empty. That same tower uses left. |
| PathEntityName | Path name. Prefab Path. The siege map uses tower. |
| SoilNavMeshID1, SoilNavMeshID2 | Soil navmesh ids. Prefab -1. |
| DitchNavMeshID1, DitchNavMeshID2 | Ditch ids. Prefab -1. |
| GroundToSoilNavMeshID1, GroundToSoilNavMeshID2 | Ground-to-soil ids. Prefab -1. |
| SoilGenericNavMeshID | Generic soil id. Prefab -1. |
| GroundGenericNavMeshID | Generic ground id. Prefab -1. |
| AddOnDeployTag | Tag added on deploy. Empty. |
| RemoveOnDeployTag | Tag removed on deploy. Empty. |
| RampRotationDegree | Ramp pitch, in degrees. Prefab 80. The 9 m map tower uses about 73.4. |
| BarrierLength | Length of the AI barrier. Prefab 2.5 on the 5 m tower, 4 on the 9 m and 12 m towers. The map tower uses about 2.05. |
| SpeedModifierFactor | Written on the panel. The multiplayer tower then sets min speed 0.5 and max speed 1. |
| EnableAutoGhostMovement | Editor ghost walks the path. Prefab off. |
| BarrierTagToRemove | Tag stripped when the tower deploys. Default empty. The prefab does not store it. |
| ToBeSpawnedOverrideName | Prefab override. Empty uses the entity-name rule. |
| ToBeSpawnedOverrideNameForFireVersion | No fire tower is spawned by this script. |
wait_pos_ground, ai_barrier_l, and ai_barrier_r are hidden. Move those ghosts. The 9 m map tower also writes ai_barrier_l.
What it does
Spawns the tower, sets hit points to 15000 and speeds to min 0.5 / max 1, and passes the path, wall tags, navmesh ids, ramp, and barrier tag through.
Where it lives
Managed script. Three prefabs in Modules\Native\Prefabs\spawners.xml.
Examples
Three heights. spawners.xml. Ramp 80 on all three. Barrier length 2.5 (5 m) or 4 (9 m and 12 m). Navmesh ids -1.
Left wall. Native\SceneObj\mp_siege_map_003. siege_tower_9m_spawnerMP, tag mp_siege_objective_siege_tower. SideTag and TargetWallSegmentTag left, PathEntityName tower, ramp about 73.4, barrier about 2.05.