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StonePile

v1.4.8

A defender boulder pile. Crew pick up the item on the ammo point and throw from the throwing points.

Find placed ones with s:StonePile. See Filter.

Where you put it

Use stone_pile_a_usable or stone_pile_l_usable from Modules\Native\Prefabs\props_siege.xml. Ammo points are tagged ammopickup. Throwing points are tagged throwing and can contain a child tagged wait_to_throw. A child VolumeBox shares the throwing point's volume tag. Targets in the scene are tagged throwing_target.

What you set

stone_pile_a_usable stores this order. It also stores PileTypeText and IsWaiting. The class does not declare those two rows.

Panel field What to do with it
StartingAmmoCount Stones at start. Code default is 12. The prefab does not write this row.
GivenItemID Item the crew is handed. stone_pile_a_usable stores boulder. stone_pile_l_usable stores boulder_carry.
PilotStandingPointTag Pilot tag. Prefab: Pilot.
AmmoPickUpTag Pickup points. Prefab: ammopickup.
WaitStandingPointTag Wait points. Prefab: Wait.
NavMeshPrefabName Navmesh under the pile. Prefab: empty.

What it does

On start the pile hands GivenItemID to the pickup points and requires that item on the throwing points. Pickup text is Pick Up, and the pile label is Stone. Ammo starts at StartingAmmoCount. The mesh argument tracks how many stones are gone. Throwing points are for AI. A thrower waits on wait_to_throw until an enemy is in the volume.

Where it lives

Managed script. Prefabs: Modules\Native\Prefabs\props_siege.xml.

Examples

Hand boulder. stone_pile_a_usable. GivenItemID boulder.

Hand the carry boulder. stone_pile_l_usable. GivenItemID boulder_carry.

Siege scenes. Native\SceneObj\mp_siege_map_005, SandBox\SceneObj\empire_town_f, and NavalDLC\SceneObj\nord_castle_b store the script. SandBoxCore towns and castles store it as well.