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SiegeLadder

v1.4.8

The ladder attackers lift onto a wall and defenders push back with a fork. The description is Ladder on the lift and push points, and Fork on the ammo point. The actions are Lift, Push, and Pick Up. Scenes place a SiegeLadderSpawner, which spawns this prefab.

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

Where you put it

Use the spawner in a siege scene. The weapon prefabs are in Native\Prefabs\props_siege_ladders.xml and are hidden in the prefab browser (hide_in_prefab_editors). Heights are siege_ladder_6m, siege_ladder_7m, siege_ladder_8m, siege_ladder_11m, and siege_ladder_14m, plus an _mp copy of each.

The body needs children for the tags below: ladderDown, ladderUp, ladder_body, ladder_collision_body, and initialwaitposition. Attacker points are tagged attacker. Defender points are tagged defender. Fork stands use right, left, and front.

What you set

siege_ladder_6m stores this order. The 8m, 11m, and 14m prefabs swap the animation prefix. siege_ladder_7m keeps the 6m clips.

Panel field What to do with it
AttackerTag Attacker stand tag. Prefab: attacker.
DefenderTag Defender stand tag. Prefab: defender.
downStateEntityTag Child for the ladder on the ground. Prefab: ladderDown.
IdleAnimation Idle clip. 6m and 7m: siege_ladder_6m_idle. 8m: siege_ladder_8m_idle. 11m: siege_ladder_11m_idle. 14m: siege_ladder_14m_idle.
_idleAnimationIndex Cached clip index. Prefab stores -1.
RaiseAnimation Raise clip. Same height prefix, _rise. 7m uses siege_ladder_6m_rise.
RaiseAnimationWithoutRootBone Raise clip without the root bone. Suffix _rise_wo_rootbone.
_raiseAnimationWithoutRootBoneIndex Cached clip index. Prefab stores -1.
PushBackAnimation Push-back clip. Suffix _push_back.
_pushBackAnimationIndex Cached clip index. Prefab stores -1.
PushBackAnimationWithoutRootBone Push-back without the root bone. Suffix _push_back_wo_rootbone.
_pushBackAnimationWithoutRootBoneIndex Cached clip index. Prefab stores -1.
TrembleWallHeavyAnimation Heavy stop against the wall. Suffix _stop_wall_heavy.
TrembleWallLightAnimation Light stop against the wall. Suffix _stop_wall_light.
TrembleGroundAnimation Heavy stop on the ground. Suffix _stop_ground_heavy.
RightStandingPointTag Right fork stand. Prefab: right.
LeftStandingPointTag Left fork stand. Prefab: left.
FrontStandingPointTag Front fork stand. Prefab: front.
PushForkItemID Fork item. Prefab: push_fork.
upStateEntityTag Child for the ladder on the wall. Prefab: ladderUp.
BodyTag Ladder body. Prefab: ladder_body.
CollisionBodyTag Collision body. Prefab: ladder_collision_body.
InitialWaitPositionTag Wait position. Prefab: initialwaitposition.
LadderPushTreshold Push needed to move the ladder. Code default 170. Prefab stores 175.
LadderPushTresholdForOneAgent Push from one agent. Code default 55. Prefab stores 60.
BarrierTagToRemove Barrier removed when the ladder is up. Prefab: barrier. The spawner can replace this.
initialState OnLand on every ladder prefab.
IndestructibleMerlonsTag Merlons that stay when the ladder arrives. Prefab stores empty. The spawner can fill this.
RemoveOnDeployTag Tag removed on deploy. Empty.
AddOnDeployTag Tag shown on deploy. Empty. The spawner copies its own value here.
PilotStandingPointTag Pilot stand tag. Prefab: Pilot.
AmmoPickUpTag Fork pickup tag. Prefab: ammopickup.
WaitStandingPointTag Wait stand tag. Prefab: Wait.
NavMeshPrefabName Navmesh prefab. Empty.

What it does

Attackers at the attacker points lift the ladder. Defenders at the defender points push it back. The fork point picks up push_fork. The spawner copies side, wall segment, on-wall navmesh, both rotation angles, the barrier tag, and the merlon tag onto this weapon.

Where it lives

Managed script. Prefabs in Native\Prefabs\props_siege_ladders.xml. No scene file stores the weapon script. Siege scenes store the spawner.

Examples

6 m ladder. siege_ladder_6m. Idle siege_ladder_6m_idle. Push thresholds 175 and 60. initialState OnLand. The 6m_mp copy uses the same clips.

7 m ladder, 6 m clips. siege_ladder_7m. Idle is still siege_ladder_6m_idle. The 7m_mp copy matches that.

Taller ladders. siege_ladder_8m, siege_ladder_11m, and siege_ladder_14m use the matching height prefix on every animation row. Each has an _mp copy with the same clips.