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ShipBallistaSpawner

v1.4.8

Spawns a ship ballista when the mission starts and copies the deploy tags and the yaw limit onto it. The fire weapon is ShipFireBallistaSpawner.

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

Where you put it

Place ballista_a_spawnerShip or ballista_b_spawnerShip from NavalDLC\Prefabs\spawners.xml. The spawned prefab name is this entity's name with the last _ piece removed, unless ToBeSpawnedOverrideName is set. ballista_a_spawnerShip therefore spawns ballista_a.

What you set

Both spawner prefabs store the same rows, in this order.

Panel field What to do with it
AddOnDeployTag Tag copied onto the spawned ballista. Entities with that tag are kept when it deploys. The prefab stores empty.
RemoveOnDeployTag Tag copied onto the ballista. Entities with that tag are removed when it deploys. The prefab stores empty.
DirectionRestrictionDegree Yaw limit in degrees, copied onto the ballista as radians. The prefab stores 90.
ToBeSpawnedOverrideName Prefab to spawn instead of the name derived from this entity. The prefab stores empty.
ToBeSpawnedOverrideNameForFireVersion Prefab name used when a fire version is spawned. The prefab stores empty. This spawner does not spawn a fire version.

What it does

On mission start it spawns the weapon and copies the three deploy and yaw fields. The spawned weapon gets a ship ballista crew. DirectionRestrictionDegree of 90 is a right angle of yaw.

Where it lives

Managed script, on the ballista spawner. Prefabs are in NavalDLC\Prefabs\spawners.xml.

Examples

No scene file stores this script.

Attacker spawner. ballista_a_spawnerShip in NavalDLC\Prefabs\spawners.xml. All five rows at the defaults above. Spawns ballista_a.

Defender spawner. ballista_b_spawnerShip in the same file. The same five rows. Spawns ballista_b.