Table of Contents

Class SiegeTower

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
public class SiegeTower : SiegeWeapon, IFocusable, IOrderable, IDetachment, ITargetable, IPathHolder, IPrimarySiegeWeapon, IMoveableSiegeWeapon, ISpawnable
Inheritance
SiegeTower
Implements
Inherited Members

Constructors

SiegeTower()

public SiegeTower()

Fields

BarrierTagToRemove

public string BarrierTagToRemove

Field Value

string

BattlementDestroyedParticle

public string BattlementDestroyedParticle

Field Value

string

GateHandleIdleAnimation

public string GateHandleIdleAnimation

Field Value

string

GateNavMeshId

public int GateNavMeshId

Field Value

int

GateOpenTag

public string GateOpenTag

Field Value

string

GateTag

public string GateTag

Field Value

string

GateTrembleAnimation

public string GateTrembleAnimation

Field Value

string

GhostEntityMove

public bool GhostEntityMove

Field Value

bool

GhostEntitySpeedMultiplier

public float GhostEntitySpeedMultiplier

Field Value

float

HandleTag

public string HandleTag

Field Value

string

MaxSpeed

public float MaxSpeed

Field Value

float

MinSpeed

public float MinSpeed

Field Value

float

NavMeshIdToDisableOnDestination

public int NavMeshIdToDisableOnDestination

Field Value

int

WheelDiameter

public float WheelDiameter

Field Value

float

Properties

EditorGhostEntityMove

public bool EditorGhostEntityMove { get; }

Property Value

bool

HasArrivedAtTarget

public bool HasArrivedAtTarget { get; set; }

Property Value

bool

HoldLadders

public bool HoldLadders { get; }

Property Value

bool

IsDeactivated

public override bool IsDeactivated { get; }

Property Value

bool

MovementComponent

public SiegeWeaponMovementComponent MovementComponent { get; }

Property Value

SiegeWeaponMovementComponent

OverTheWallNavMeshID

public int OverTheWallNavMeshID { get; }

Property Value

int

PathEntity

public string PathEntity { get; }

Property Value

string

SendLadders

public bool SendLadders { get; }

Property Value

bool

SiegeWeaponPriority

public float SiegeWeaponPriority { get; }

Property Value

float

State

public SiegeTower.GateState State { get; set; }

Property Value

SiegeTower.GateState

TargetCastlePosition

public MissionObject TargetCastlePosition { get; }

Property Value

MissionObject

WeaponSide

public FormationAI.BehaviorSide WeaponSide { get; }

Property Value

FormationAI.BehaviorSide

Methods

AssignParametersFromSpawner(string, string, string, int, int, int, int, int, int, int, int, Mat3, string)

public void AssignParametersFromSpawner(string pathEntityName, string targetWallSegment, string sideTag, int soilNavMeshID1, int soilNavMeshID2, int ditchNavMeshID1, int ditchNavMeshID2, int groundToSoilNavMeshID1, int groundToSoilNavMeshID2, int soilGenericNavMeshID, int groundGenericNavMeshID, Mat3 openStateRotation, string barrierTagToRemove)

Parameters

pathEntityName string
targetWallSegment string
sideTag string
soilNavMeshID1 int
soilNavMeshID2 int
ditchNavMeshID1 int
ditchNavMeshID2 int
groundToSoilNavMeshID1 int
groundToSoilNavMeshID2 int
soilGenericNavMeshID int
groundGenericNavMeshID int
openStateRotation Mat3
barrierTagToRemove string

AttachDynamicNavmeshToEntity()

protected override void AttachDynamicNavmeshToEntity()

CollectGetDifficultNavmeshIDs()

public List<int> CollectGetDifficultNavmeshIDs()

Returns

List<int>

CollectGetDifficultNavmeshIDsForAttackers()

public List<int> CollectGetDifficultNavmeshIDsForAttackers()

Returns

List<int>

CollectGetDifficultNavmeshIDsForDefenders()

public List<int> CollectGetDifficultNavmeshIDsForDefenders()

Returns

List<int>

CreateAIBehaviorObject()

public override UsableMachineAIBase CreateAIBehaviorObject()

Returns

UsableMachineAIBase

Disable()

public override void Disable()

GetActionTextForStandingPoint(UsableMissionObject)

public override TextObject GetActionTextForStandingPoint(UsableMissionObject usableGameObject)

Parameters

usableGameObject UsableMissionObject

Returns

TextObject

GetDescriptionText(GameEntity)

public override string GetDescriptionText(GameEntity gameEntity = null)

Parameters

gameEntity GameEntity

Returns

string

GetDistanceMultiplierOfWeapon(Vec3)

protected override float GetDistanceMultiplierOfWeapon(Vec3 weaponPos)

Parameters

weaponPos Vec3

Returns

float

GetEntityToAttachNavMeshFaces()

protected override GameEntity GetEntityToAttachNavMeshFaces()

Returns

GameEntity

GetGateNavMeshId()

public int GetGateNavMeshId()

Returns

int

GetInitialFrame()

public MatrixFrame GetInitialFrame()

Returns

MatrixFrame

GetNavmeshFaceIds(out List<int>)

public bool GetNavmeshFaceIds(out List<int> navmeshFaceIds)

Parameters

navmeshFaceIds List<int>

Returns

bool

GetOrder(BattleSideEnum)

public override OrderType GetOrder(BattleSideEnum side)

Parameters

side BattleSideEnum

Returns

OrderType

GetSiegeEngineType()

public override SiegeEngineType GetSiegeEngineType()

Returns

SiegeEngineType

GetTargetFlags()

public override TargetFlags GetTargetFlags()

Returns

TargetFlags

GetTargetValue(List<Vec3>)

public override float GetTargetValue(List<Vec3> weaponPos)

Parameters

weaponPos List<Vec3>

Returns

float

GetTickRequirement()

public override ScriptComponentBehavior.TickRequirement GetTickRequirement()

Returns

ScriptComponentBehavior.TickRequirement

HasCompletedAction()

public bool HasCompletedAction()

Returns

bool

HighlightPath()

public void HighlightPath()

IsAgentOnInconvenientNavmesh(Agent, StandingPoint)

protected override bool IsAgentOnInconvenientNavmesh(Agent agent, StandingPoint standingPoint)

Parameters

agent Agent
standingPoint StandingPoint

Returns

bool

OnAfterReadFromNetwork((BaseSynchedMissionObjectReadableRecord, ISynchedMissionObjectReadableRecord))

public override void OnAfterReadFromNetwork((BaseSynchedMissionObjectReadableRecord, ISynchedMissionObjectReadableRecord) synchedMissionObjectReadableRecord)

Parameters

synchedMissionObjectReadableRecord (BaseSynchedMissionObjectReadableRecord, ISynchedMissionObjectReadableRecord)

OnDeploymentStateChanged(bool)

protected override void OnDeploymentStateChanged(bool isDeployed)

Parameters

isDeployed bool

OnDestroyed(DestructableComponent, Agent, in MissionWeapon, ScriptComponentBehavior, int)

public void OnDestroyed(DestructableComponent destroyedComponent, Agent destroyerAgent, in MissionWeapon weapon, ScriptComponentBehavior attackerScriptComponentBehavior, int inflictedDamage)

Parameters

destroyedComponent DestructableComponent
destroyerAgent Agent
weapon MissionWeapon
attackerScriptComponentBehavior ScriptComponentBehavior
inflictedDamage int

OnInit()

protected override void OnInit()

OnMissionReset()

protected override void OnMissionReset()

OnRemoved(int)

protected override void OnRemoved(int removeReason)

Parameters

removeReason int

OnTick(float)

protected override void OnTick(float dt)

Parameters

dt float

OnTickParallel(float)

protected override void OnTickParallel(float dt)

Parameters

dt float

SetAbilityOfFaces(bool)

public override void SetAbilityOfFaces(bool enabled)

Parameters

enabled bool

SetSpawnedFromSpawner()

public void SetSpawnedFromSpawner()

SwitchGhostEntityMovementMode(bool)

public void SwitchGhostEntityMovementMode(bool isGhostEnabled)

Parameters

isGhostEnabled bool

WriteToNetwork()

public override void WriteToNetwork()

This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).