updated to version 0.3 beta
from the changelog
New to version 0.3
updated 4/3/06
- added the new SiegeCatapult weapon. They are similar to cannons, but are not restricted by line-of-sight when choosing targets. The base weapon loading delay is 5 seconds longer than cannons. They accept the same ammunition as cannons.
Note that there are firing animations for all facings except for North. If anyone can find the catapult launch arm itemids for that facing let me know.
ready, aim

fire!
- cannons and catapults can now be dragged by a mobile. The new Connect/Release context menu options have been added to support this function.
Just select Connect from the context menu and target a mobile. When the mobile moves the weapon will be pulled behind it. Selecting Release will disconnect the weapon from the mobile.
This feature makes use of the new XmlDrag attachment that allows any object with the attachment to be dragged by a mobile.
Only newly created cannons or catapults will have this attachment automatically added. Existing weapons will need to have them manually added. This can be done with a command like
[global addatt xmldrag where siegecannon
- added the IsDraggable and IsPackable properties to cannons and catapults to control how you would like to allow them to be moved. Both are true by default.
- added FixedFacing property to the cannons and catapults to allow them to be setup so that they cannot be reoriented.- added new constructors for the xmlsiege attachmets that allow optionally specification of the DestroyedItemID as well as the hits, resistances, and repair resources.The [availatt will list all available attachments and their constructors, so you can see the list using that command.
- added some additional effects properties to fiddle around with. The LightDamageEffectID, MediumDamageEffectID, and HeavyDamageEffectID. By setting these you can experiment with different effects at different levels of damage.
- adjusted the firing effect of the fierycannonball to look like a fireball instead of a regular cannonball.- improved the firing animations so that the firing effect more accurately reflects the weapon and target locations. This should fix the 'underground' cannonball effects.
- added mouseover information on the siege weapons as to whether or not they are loaded and what they are loaded with.- added access to the siege weapon properties through the siege addon components, so you can do a [props on any component, and set the corresponding properties on base weapon addon.
- damage is now delayed to correspond to the time when the projectile actually reaches the target instead of being applied as soon as the weapon is fired.