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.