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WallSegment

v1.4.8

A castle wall or gatehouse section. SideTag picks the defense side. The navmesh ids are the faces swapped when the section is breached.

Find placed ones with s:WallSegment. See Filter.

Where you put it

Put it on the wall mesh entity. aserai_castle_gatehouse_a_l3 in Modules\Native\Prefabs\castle_aserai_l3.xml is the current field list. Children tagged solid_child and broken_child are the intact and breached visuals. Slots under those are tagged middle_pos, wait_pos, and attacker_wait_pos.

What you set

The gatehouse stores this order. -1 means that face id is unused.

Panel field What to do with it
_properGroundOutsideNavmeshID Outside ground while the wall stands. Gatehouse: -1.
_properGroundInsideNavmeshID Inside ground while the wall stands. Gatehouse: -1.
_underDebrisOutsideNavmeshID Outside ground under the rubble. Gatehouse: -1.
_underDebrisInsideNavmeshID Inside ground under the rubble. Gatehouse: -1.
_overDebrisOutsideNavmeshID Outside ground on the rubble. Gatehouse: -1.
_overDebrisInsideNavmeshID Inside ground on the rubble. Gatehouse: -1.
_underDebrisGenericNavmeshID Generic under-rubble faces. Gatehouse: -1.
_overDebrisGenericNavmeshID Generic on-rubble faces. Gatehouse: -1.
_onSolidWallGenericNavmeshID Faces on the intact wall. Gatehouse: -1.
SideTag left, middle, or right. Empty leaves the side unset. Gatehouse: empty.
NavMeshPrefabName Left empty on the gatehouse.

aserai_castle_wall_a_l1 still stores older row names (OnSolidWallNavmeshID1, OnSolidWallNavmeshID2, and the connection ids) plus SideTag. Those older names are not the current fields.

What it does

SideTag left, middle, or right sets the defense side. On a breach the solid child is hidden, the broken child is shown, and each pair of face ids is separated so troops walk the rubble navmesh instead of the standing wall.

Where it lives

Managed script. Castle wall prefabs under Modules\Native\Prefabs\castle_* and Modules\NavalDLC\Prefabs\castle_nord_l1.xml through castle_nord_l3.xml.

Examples

Current field list, unused ids. aserai_castle_gatehouse_a_l3. Every navmesh id -1, SideTag empty.

Same list in a siege scene. Native\SceneObj\mp_siege_map_010. Entity aserai_castle_wall_a_l2. Every navmesh id -1, SideTag empty.

Older rows. aserai_castle_wall_a_l1 stores OnSolidWallNavmeshID1 31 and the other old connection ids, with SideTag empty.