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ShipMangonel

v1.4.8

A mangonel mounted on a ship. Standing points are closed to the player. The loose prefab throws boulder. A packed copy throws burning grapeshot.

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

Where you put it

Put it on the body entity, next to DestructableComponent. The loose prefab is the child mangonel_b_body in NavalDLC\Prefabs\ship_machines.xml, on a parent tagged mangonel_c. Packed copies sit on mangonel_b_body inside ship_ballista_holder.

What you set

ship_machines.xml stores this order on mangonel_b_body. _directionRestriction is a field that file does not write. A packed copy stores it.

Panel field What to do with it
_directionRestriction Yaw limit, in radians. Code default is two-thirds of a turn (2π/3). The loose prefab does not write it. A packed mangonel_b_body stores 3.294.
MangonelBodySkeleton Body skeleton. Loose prefab: mangonel_b_skeleton.
MangonelBodyFire Shoot anim. mangonel_b_fire.
MangonelBodyReload Reload anim. mangonel_b_set_up.
MangonelRopeFire Rope shoot. mangonel_b_holder_fire.
MangonelRopeReload Rope reload. mangonel_b_holder_set_up.
MangonelAimAnimation Pitch pose. mangonel_b_anglearm_state.
ProjectileBoneName Bone the shot sits on. bn_projectile_holder.
IdleActionName Crew idle. act_usage_mangonel_idle.
ShootActionName Crew shoot. act_usage_mangonel_shoot.
Reload1ActionName First reload. act_usage_mangonel_reload.
Reload2ActionName Second reload. act_usage_mangonel_reload_2.
RotateLeftActionName Turn left. act_usage_mangonel_rotate_left.
RotateRightActionName Turn right. act_usage_mangonel_rotate_right.
LoadAmmoBeginActionName Start loading. act_usage_mangonel_load_ammo_begin.
LoadAmmoEndActionName Finish loading. act_usage_mangonel_load_ammo_end.
Reload2IdleActionName Idle in the second reload. act_usage_mangonel_reload_2_idle.
ProjectileSpeed Shot speed. Loose prefab: 40. Packed grapeshot copy: 100. Reload on this weapon is 6.2 times the land reload.
MissileItemID The shot. Loose prefab: boulder. Packed copy: mangonel_c_grapeshot_fire_stack.
MultipleProjectileCount Pellets in a stack. Both store 5.
Focus AI preference. Both store Troops.
StartingAmmoCount Shots on the machine. Both store 20.
TopReleaseAngleRestriction Highest pitch, radians. Loose: 0.700. Packed grapeshot: 0.900.
BottomReleaseAngleRestriction Lowest pitch, radians. Loose: -0.200. Packed grapeshot: -0.300.
RemoveOnDeployTag Tag removed on deploy. Empty.
AddOnDeployTag Tag shown on deploy. Empty.
PilotStandingPointTag Pilot point. Pilot.
AmmoPickUpTag Ammo pickups. ammopickup.
WaitStandingPointTag Waiting points. Wait.
NavMeshPrefabName Navmesh under the machine. mangonel_b_dnm.

One packed copy also stores ballista pick-up and place action names. This class does not declare those fields.

Grapeshot ids on this weapon are mangonel_c_grapeshot_stack and mangonel_c_grapeshot_projectile. Fire grapeshot ids are mangonel_c_grapeshot_fire_stack and mangonel_c_grapeshot_fire_projectile.

What it does

Crew load, aim, and throw. The weapon's side is the ship's side. Standing points are disabled for players.

Where it lives

Managed script. Loose body in NavalDLC\Prefabs\ship_machines.xml. Packed copies in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml.

Examples

No scene file stores this script.

Boulder mangonel. NavalDLC\Prefabs\ship_machines.xml, entity mangonel_b_body. Missile boulder, speed 40, pitch -0.200 to 0.700. The destructible on the same entity has MaxHitPoint 900 and BattleSide Defender.

Burning grapeshot. Packed prefab ship_ballista_holder, entity mangonel_b_body. Missile mangonel_c_grapeshot_fire_stack, speed 100, yaw limit 3.294, pitch -0.300 to 0.900.