SpawnerBase
v1.4.8
The shared base of the siege spawners. It only chooses which prefab to spawn. A scene places a derived spawner, such as SiegeTowerSpawner, and does not place this script.
Find placed ones in the Scene panel with s:SpawnerBase. See Filter.
Where you put it
Add it only if you want the two override names and nothing else. The siege spawners already include these rows. No vanilla prefab or scene stores SpawnerBase.
What you set
| Panel field | What to do with it |
|---|---|
| ToBeSpawnedOverrideName | Prefab name to spawn. Default empty. Empty means the entity name with the last _piece removed. |
| ToBeSpawnedOverrideNameForFireVersion | Prefab spawned when a derived spawner asks for the fire version. Default empty. Empty means the stone name plus _fire. |
What it does
On mission start a derived spawner creates the prefab from those two names. Tags on the spawner entity are copied onto the spawned machine. The spawned entity is not saved back into the scene.
Where it lives
Managed script. No scene.xscene and no prefab under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC stores SpawnerBase.
Examples
No placed entity. SiegeTowerSpawner is one derived spawner. With the override empty, siege_tower_9m_spawner spawns siege_tower_9m. That spawner does not request a fire version, so the fire override stays unused there.