omfgitsst6 10 Posted May 7, 2014 After much trial and error, I've come to the conclusion that I have no idea what I'm doing anymore. I'm trying to add a retextured OPFOR APC to my mod, but the turret does not want to cooperate. After spending two hours defining base classes, I finally got it to load into the game, but there is only a driver and the RCWS turret is just a lovely decoration on the roof. class O_APC_Tracked_02_base_F; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class RCWSOptics; class Optics_Armored; class Optics_Commander_02; class wide; class medium; class narrow; class Optics_Gunner_MBT_02; class Pan_Army_APC_Tracked: O_APC_Tracked_02_base_F { class SpeechVariants { class Default { speechSingular[] = {"veh_vehicle_APC_s"}; speechPlural[] = {"veh_vehicle_APC_p"}; }; }; textSingular = "$STR_A3_nameSound_veh_vehicle_APC_s"; textPlural = "$STR_A3_nameSound_veh_vehicle_APC_p"; nameSound = "veh_vehicle_APC_s"; author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "O_APC_Tracked_02_base_F"; scope = 2; side = 2; faction = "Panzara"; displayname = "Army BTR-K"; picture = "\A3\armor_f_beta\APC_Tracked_02\Data\UI\APC_Tracked_02_cannon_ca.paa"; Icon = "\A3\armor_f_beta\APC_Tracked_02\Data\UI\map_APC_Tracked_02_cannon_ca.paa"; crew = "Git_Panzaran_Soldier10"; typicalCargo[] = {"Git_Panzaran_Soldier10"}; class Turrets { class MainTurret { /*extern*/ class ViewGunner; class Turrets { class CommanderOptics { memoryPointGunnerOutOptics = "commanderview"; memoryPointGunnerOptics = "commanderview"; minElev = -25; maxElev = 60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; weapons[] = {"SmokeLauncher"}; magazines[] = {"SmokeLauncherMag"}; soundServo[] = {"A3\sounds_f\dummysound", 0.010000, 1.000000, 30}; outGunnerMayFire = 0; inGunnerMayFire = 1; forceHideGunner = 1; gunnerAction = "crew_tank01_out"; gunnerInAction = "crew_tank01_in"; gunnerGetInAction = "GetInAMV_cargo"; gunnerGetOutAction = "GetOutLow"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_OPFOR_F"; gunnerOutOpticsModel = ""; gunnerOpticsEffect[] = {}; class ViewGunner: ViewGunner { }; class ViewOptics: RCWSOptics { }; class OpticsIn: Optics_Commander_02 { class Wide: Wide { }; class Medium: Medium { }; class Narrow: Narrow { }; }; turretInfoType = "RscOptics_MBT_02_commander"; startEngine = 0; class HitPoints { class HitTurret { armor = 0.200000; material = -1; name = "commander_turret_hit"; visual = "commander_turret_hit"; passThrough = 0; minimalHit = 0.100000; explosionShielding = 0.400000; radius = 0.200000; }; class HitGun { armor = 0.200000; material = -1; name = "commander_gun_hit"; visual = "commander_gun_hit"; passThrough = 0; minimalHit = 0.100000; explosionShielding = 0.400000; radius = 0.200000; }; }; stabilizedInAxes = 3; gunnerHasFlares = 1; maxHorizontalRotSpeed = 1.800000; maxVerticalRotSpeed = 1.800000; viewGunnerInExternal = 1; }; }; body = "mainTurret"; gun = "mainGun"; weapons[] = {"LMG_M200"}; magazines[] = {"2000Rnd_65x39_belt", "2000Rnd_65x39_belt"}; soundServo[] = {"A3\sounds_f\dummysound", 0.010000, 1.000000, 10}; minElev = -16; maxElev = 36; gunnerAction = "apctracked2_slot1_out"; gunnerInAction = "apctracked2_slot1_in"; gunnerGetInAction = "GetInAMV_cargo"; gunnerGetOutAction = "GetOutLow"; viewGunnerInExternal = 1; castGunnerShadow = 1; forceHideGunner = 1; stabilizedInAxes = 3; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; gunnerOutOpticsModel = ""; discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500}; discreteDistanceInitIndex = 2; memoryPointGunnerOptics = "gunnerview"; selectionFireAnim = "zasleh2"; class ViewOptics: RCWSOptics { visionMode[] = {"Normal", "TI"}; }; class OpticsIn: Optics_Gunner_MBT_02 { class Wide: Wide { }; class Medium: Medium { }; class Narrow: Narrow { }; }; turretInfoType = "RscOptics_MBT_02_gunner"; class HitPoints { class HitTurret { armor = 0.600000; material = -1; name = "main_turret_hit"; visual = "main_turret_hit"; passThrough = 0.200000; minimalHit = 0.100000; explosionShielding = 0.200000; radius = 0.300000; }; class HitGun { armor = 0.300000; material = -1; name = "main_gun_hit"; visual = "main_gun_hit"; passThrough = 0; minimalHit = 0.100000; explosionShielding = 0.400000; radius = 0.150000; }; }; }; }; threat[] = {1, 0.800000, 0.300000}; transportSoldier = 8; class AnimationSources { class muzzle_rot { source = "ammorandom"; weapon = "autocannon_30mm_CTWS"; }; class muzzle_hide { source = "reload"; weapon = "autocannon_30mm_CTWS"; }; class Missiles_revolving { source = "revolving"; weapon = "missiles_titan"; }; }; selectionFireAnim = ""; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"Git_Panzara\BTR\Tracked\Pan_apc_tracked_ext_01.paa", "Git_Panzara\BTR\Tracked\Pan_apc_tracked_ext_02.paa", "Git_Panzara\BTR\Tracked\Pan_apc_rcws30.paa"}; }; Share this post Link to post Share on other sites
x3kj 1247 Posted May 8, 2014 try class MainTurret:NewTurret {...} other then that, it could also be a model.cfg or memory LOD issue Share this post Link to post Share on other sites