I don't have much time to expand on this area before I leave for the mocap event, so I'll make it pretty brief, and expand on it when I get back.
Entry points:
- 0 & 32 required, place them anywhere on the map.
- Ladders and siege tower paths are identical to the old siege.
- Entry points for spawning do not exist for this mode.
Special scene propsFlags:
"
crpg_siege_flag_pole"
Var id 1: Flag ID. Valid numbers: 1 or higher.
Must be unique for each flag!Var id 2: Layer number. Valid numbers: 1 or higher. Flags with layer 1 will be captureable from the start.
"crpg_siege_selectable_spawn_attackers"Var id 1: ID. Must be unique, also from the crpg_siege_flag_pole.
"
crpg_siege_flag_pole_name"
Var id 1: Flag ID. Same number as the flag you want to give the name to.
Var id 2: Name index number. Current values for names: (1 for "flag_1", 2 for "flag_2" etc)
("flag_0", "flag"),
("flag_1", "Outer Walls"),
("flag_2", "Inner Walls"),
("flag_3", "Courtyard"),
("flag_4", "Keep"),
("flag_5", "Gatehouse"),
("flag_6", "Outer Gatehouse"),
("flag_7", "Inner Gatehouse"),
("flag_8", "Northern Gatehouse"),
("flag_9", "Eastern Gatehouse"),
("flag_10", "Southern Gatehouse"),
("flag_11", "Western Gatehouse"),
("flag_12", "Northern Walls"),
("flag_13", "Eastern Walls"),
("flag_14", "Southern Walls"),
("flag_15", "Western Walls"),
("flag_16", "Upper Walls"),
("flag_17", "Lower Walls"),
("flag_18", "Breach"),
("flag_19", "Harbour"),
("flag_20", "Tower"),
("flag_21", "Northern Tower"),
("flag_22", "Eastern Tower"),
("flag_23", "Southern Tower"),
("flag_24", "Western Tower"),
("flag_25", "Ship"),
("flag_26", "Village"),
("flag_27", "Outer Courtyard"),
("flag_28", "Inner Courtyard"),
("flag_29", "Marketplace"),
("flag_30", "Tavern"),
("flag_31", "Dungeons"),
("flag_32", "Stockades"),
("flag_33", "Blockade"),
("flag_34", "Armory"),
("flag_35", "Smithy"),
("flag_36", "Armory"),
("flag_37", "Barracks"),
("flag_38", "Archery Range"),
("flag_39", "Sewers"),
("flag_40", "Bridge"),
("flag_41", "Outer Bridge"),
("flag_42", "Inner Bridge"),
("flag_43", "Northern Bridge"),
("flag_44", "Eastern Bridge"),
("flag_45", "Southern Bridge"),
("flag_46", "Western Bridge"),
("flag_47", "River Crossing"),
("flag_48", "Stables"),
("flag_49", "Beach"),
("flag_50", "Beach Landing"),
("flag_51", "Siege Camp"),
"crpg_siege_attacker_spawn"Var id 1: Flag ID. (or selectable attacker spawn ID). This is a spawn point for attackers, linked to a specific flag or attacker base. Typically place between 6 to 20 of these per flag, preferably with some spread (don't place all spawns right next to each other)
"crpg_siege_defender_spawn"Var id 1: Flag ID. Works exactly the same as crpg_siege_attacker_spawn, except this is for defenders.
"crpg_siege_spawn_cam"Now this can be a bit tricky to get right. It basically marks where the camera moves to for the spawn selection menu. Typically a good spot to place it is in the middle of your map, 200-300m up. The arrow should be pointing to the horizon, not downwards. Once you placed it, press ctrl+e to save the map, spawn somewhere and press M to view how it looks. There should only be one of these per map!
Var id 1: field of view (zoom). Valid values: 10-120. The lower the value, the more the camera will zoom in.
"crpg_siege_max_time"Place one per map. Sets the round time limit for your map. If none exists, the default time of 7 minutes will be used.
Var id 1: Minutes. Valid values: 1-60
Var id 2: Seconds. Valid Values: 0-59
"crpg_siege_def_extra_spawn_time"Place one per map. Sets the defender's penalty to respawn time. If none exists, the default value will be used, 25 seconds.
Var id 1: Seconds. Valid values: 0-127
"crpg_ballista_full"Place this in your map to add a ballista.
Var id 1: Horizontal rotation cap (optional). Valid values: 1-127. Caps the horizontal rotation to each side. If left to 0, players can rotate it fully 360 degrees.
DO NOT place any of the other ballista parts in your map, only place "crpg_ballista_full"
Hopefully that wasn't too complicated. If you want to see a couple of examples, host a local server with your WSE1 client and select "Blank 11" or "Blank 12" (haven't gotten to fixing the map names yet).