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superrat

how to define turret HELP

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class CfgPatches {

class bihCHO {

units[] = {"Mi24_P"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAAir", "CAWeapons", "CACharacters2", "CA_Anims_Char"};

};

};

class CfgVehicles {

class bihCHO; // External class reference

class Car; // External class reference

class Air : bihCHO {

class NewTurret; // External class reference

irScanRangeMin = 500;

class ViewPilot; // External class reference

};

class Helicopter : Air {

class HitPoints {

class HitGlass1; // External class reference

class HitGlass2; // External class reference

class HitGlass3; // External class reference

class HitGlass4; // External class reference

};

class Turrets {

class MainTurret : NewTurret {

class HitPoints; // External class reference

};

};

class ViewPilot : ViewPilot {};

class AnimationSources; // External class reference

};

class Plane : Air {

class ViewPilot : ViewPilot {};

class EventHandlers; // External class reference

};

class ParachuteBase : Helicopter {

class ViewPilot : ViewPilot {};

class Turrets {};

class EventHandlers; // External class reference

};

class Mi24_Base : Helicopter {

destrType = "DestructWreck";

scope = 0;

picture = "\ca\air2\data\UI\Picture_mi24_CA.paa";

icon = "\ca\air2\data\UI\Icon_mi24_CA.paa";

mapSize = 20;

accuracy = 0.5;

memoryPointGun = "machinegun_2";

weapons[] = {};

magazines[] = {};

model = "\ca\air2\Mi35\mi24_v.p3d";

displayName = $STR_DN_MI24;

vehicleClass = "Air";

memoryPointLMissile = "Missile_1";

memoryPointRMissile = "Missile_2";

memoryPointLRocket = "Rocket_1";

memoryPointRRocket = "Rocket_2";

class Turrets : Turrets {

class MainTurret : MainTurret {

body = "mainTurret";

gun = "mainGun";

minElev = -60;

maxElev = 20;

initElev = 0;

minTurn = -60;

maxTurn = 60;

initTurn = 0;

soundServo[] = {"", 0.01, 1.0};

memoryPointGun = "machinegun";

gunBeg = "muzzle_1";

gunEnd = "chamber_1";

weapons[] = {"YakB", "AT6Launcher", "S8Launcher"};

magazines[] = {"1470Rnd_127x108_YakB", "4Rnd_AT6_Mi24V", "80Rnd_80mm"};

gunnerName = $STR_POSITION_GUNNER;

gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";

gunnerOpticsEffect[] = {"TankGunnerOptics1"};

gunnerAction = "HIND_Gunner";

gunnerInAction = "HIND_Gunner";

gunnerGetInAction = "GetInHigh";

gunnerGetOutAction = "GetOutHigh";

primaryGunner = 1;

class ViewOptics {

initAngleX = 0;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.155;

minFov = 0.047;

maxFov = 0.155;

};

};

};

class AnimationSources : AnimationSources {

class Gatling_1 {

source = "revolving";

weapon = "YakB";

};

class Doors {

source = "user";

animPeriod = 1;

initPhase = 0;

};

};

class HitPoints : HitPoints {

class HitGlass1 : HitGlass1 {

armor = 5;

};

class HitGlass2 : HitGlass2 {

armor = 0.5;

};

class HitGlass3 : HitGlass3 {

armor = 5;

};

class HitGlass4 : HitGlass4 {

armor = 0.5;

};

};

armor = 33;

damageResistance = 0.00138;

irScanRangeMin = 0;

irScanRangeMax = 1000;

nightVision = 1;

driverAction = "HIND_Pilot";

driverInAction = "HIND_Pilot";

cargoAction[] = {"HIND_Cargo"};

getInAction = "GetInHigh";

getOutAction = "GetOutHigh";

transportSoldier = 8;

crew = "RU_Soldier_Pilot";

typicalCargo[] = {"RU_Soldier_Pilot", "RU_Soldier_Pilot", "RU_Soldier_AT", "RU_Soldier_AT"};

transportAmmo = 0;

transportMaxMagazines = 150;

transportMaxWeapons = 30;

supplyRadius = 2.5;

initCargoAngleY = 10;

minCargoAngleY = -60;

maxCargoAngleY = 120;

gunnerUsesPilotView = 0;

cargoIsCoDriver[] = {0, 0};

driverCanSee = 31;

gunnerCanSee = 31;

class Damage {

tex[] = {};

mat[] = {"ca\air2\mi35\data\mi35_sklo.rvmat", "ca\air2\mi35\data\mi35_sklo_damage.rvmat", "ca\air2\mi35\data\mi35_sklo_damage.rvmat", "ca\air2\mi35\data\mi35_sklo_interier.rvmat", "ca\air2\mi35\data\mi35_sklo_interier_damage.rvmat", "ca\air2\mi35\data\mi35_sklo_interier_damage.rvmat", "ca\air2\mi35\data\mi35_001.rvmat", "ca\air2\mi35\data\mi35_001_damage.rvmat", "ca\air2\mi35\data\mi35_001_destruct.rvmat", "ca\air2\mi35\data\mi35_002.rvmat", "ca\air2\mi35\data\mi35_002_damage.rvmat", "ca\air2\mi35\data\mi35_002_destruct.rvmat", "ca\air2\mi35\data\mi35_003.rvmat", "ca\air2\mi35\data\mi35_003_damage.rvmat", "ca\air2\mi35\data\mi35_003_destruct.rvmat"};

};

hiddenSelections[] = {"Camo1", "Camo2"};

hiddenSelectionsTextures[] = {"\ca\bihCHO\mi24p_001_co.paa";

dammageHalf[] = {};

dammageFull[] = {};

viewDriverShadow = 1;

viewGunnerShadow = 1;

viewCargoShadow = 1;

gearRetracting = 1;

gearUpTime = 1;

gearDownTime = 1;

maxSpeed = 310;

mainRotorSpeed = 1.2;

backRotorSpeed = 6.1;

memoryPointsGetInCargo[] = {"pos cargo"};

memoryPointsGetInCargoDir[] = {"pos cargo dir"};

soundGetIn[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-getin-01", 1.0, 1};

soundGetOut[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-getout-01", 1.0, 1, 40};

soundEnviron[] = {"", 0.0316228, 1.0};

soundDammage[] = {"ca\sounds\Air\Mi17\int\alarm_loop1", 0.000562341, 1};

soundEngineOnInt[] = {"ca\sounds\Air\Mi17\int\int-Mi17-start-1a", 0.562341, 1.0};

soundEngineOnExt[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-start-01a", 0.794328, 1.0, 700};

soundEngineOffInt[] = {"ca\sounds\Air\Mi17\int\int-Mi17-stop-1a", 0.562341, 1.0};

soundEngineOffExt[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-stop-01a", 0.794328, 1.0, 700};

class Sounds {

class Engine {

sound[] = {"ca\sounds\air\Mi17\ext\ext-sovietheli-engine-6", 5.62341, 1.0, 900};

frequency = "rotorSpeed";

volume = "camPos*((rotorSpeed-0.72)*4)";

};

class RotorLowOut {

sound[] = {"ca\sounds\air\Mi17\ext\ext-Mi17-rotor-low-2", 1.77828, 1.0, 1400};

frequency = "rotorSpeed";

volume = "camPos*(0 max (rotorSpeed-0.1))";

cone[] = {1.6, 3.14, 2.0, 0.95};

};

class RotorHighOut {

sound[] = {"ca\sounds\air\Mi17\ext\ext-Mi17-rotor-high-2", 3.16228, 1.0, 1650};

frequency = "rotorSpeed";

volume = "camPos*10*(0 max (rotorThrust-0.9))";

cone[] = {1.6, 3.14, 2.0, 0.95};

};

class EngineIn {

sound[] = {"ca\sounds\air\Mi17\int\int-sovietheli-engine-3", 1.0, 1.0};

frequency = "rotorSpeed";

volume = "(1-camPos)*((rotorSpeed-0.75)*4)";

};

class RotorLowIn {

sound[] = {"ca\sounds\air\Mi17\int\int-Mi17-rotor-low-2", 1.77828, 1.0};

frequency = "rotorSpeed";

volume = "(1-camPos)*(0 max (rotorSpeed-0.1))";

};

class RotorHighIn {

sound[] = {"ca\sounds\air\Mi17\int\int-Mi17-rotor-high-2", 1.77828, 1.0};

frequency = "rotorSpeed";

volume = "(1-camPos)*3*(rotorThrust-0.9)";

};

};

class Reflectors {

class Left {

color[] = {0.8, 0.8, 1.0, 1.0};

ambient[] = {0.07, 0.07, 0.07, 1.0};

position = "L svetlo";

direction = "L svetlo konec";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 1;

brightness = 1.0;

};

};

minFireTime = 30;

threat[] = {0.8, 1, 0.6};

class UserActions {

class OpenRdoor {

displayName = $STR_AM_OPENRDOOR;

position = "right cargo door";

radius = 1.6;

onlyForplayer = 0;

condition = "this animationPhase ""dvere_p_vrch"" < 0.5 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)";

statement = "[this] exec ""ca\air2\Mi35\data\scripts\rdoorop.sqs""";

};

class CloseRdoor {

displayName = $STR_AM_CLOSERDOOR;

position = "right cargo door";

radius = 1.6;

onlyForplayer = 0;

condition = "this animationPhase ""dvere_p_vrch"" > 0.5 AND Alive(this)";

statement = "[this] exec ""ca\air2\Mi35\data\scripts\rdoorcl.sqs""";

};

class OpenLdoor {

displayName = $STR_AM_OPENLDOOR;

position = "left cargo door";

radius = 1.6;

onlyForplayer = 0;

condition = "this animationPhase ""dvere_l_vrch"" < 0.5 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)";

statement = "[this] exec ""ca\air2\Mi35\data\scripts\ldoorop.sqs""";

};

class CloseLdoor {

displayName = $STR_AM_CLOSELDOOR;

position = "left cargo door";

radius = 1.6;

onlyForplayer = 0;

condition = "this animationPhase ""dvere_l_vrch"" > 0.5 AND Alive(this)";

statement = "[this] exec ""ca\air2\Mi35\data\scripts\ldoorcl.sqs""";

};

};

};

class Mi24_Base_RU : Mi24_Base {

accuracy = 1.5;

side = 1;

faction = "RU";

};

class bihCHO_Mi24_P : Mi24_Base {

scope = 2;

accuracy = 1000;

model = "\ca\air2\Mi35\mi24_p.p3d";

displayName = bihCHo_MI24P;

vehicleClass = "Air";

};

class Library {

libTextDesc = $STR_LIB_MI24_P;

};

weapons[] = {};

magazines[] = {};

class Turrets : mi24_P_Base_MainTurrets {

body = "";

gun = "";

weapons[] = {"GSh302", "AT9Launcher", "HeliBombLauncher", "80mmLauncher"};

magazines[] = {"750Rnd_30mm_GSh301", "4Rnd_AT9_Mi24P", "2Rnd_FAB_250", "40Rnd_80mm"};

};

};

hiddenSelectionsTextures[] = {"\ca\bihCHo\mi24p_001_co.paa"};

class Viewoptics {

initAngleX = 0;

minAngleX = 0;

maxAngleX = 0;

initAngleY = 0;

minAngleY = 0;

maxAngleY = 0;

initFov = 1;

minFov = 0.2;

maxFov = 1.2;

};

};

CAN ANYBODY HELP ME I AM DOING RESKIN OF A CHOOPER I CANT DEFINE TURRET CLASS I AM MESSIN SOMETHING UP

Edited by SuperRat

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Why don't you just change this line:

hiddenSelectionsTextures[] = {"\ca\bihCHO\mi24p_001_co.paa";

to get your new skin on the chopper?

Anything else is not needed as long you inherit your reskin from an already existing model.

And while looking on this file path...is this already the new texture? Why the hell it's first folder is "ca"? This is reserved for BIS addons.

Mate, your config seems to be FUBAR. For a simple retex, including a new Chopper and not overwriting the already existing, this code should do it:

class CfgPatches {
class bihCHO {
	units[] = {"bihCHO_Mi24_P"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CAAir", "CAWeapons", "CACharacters2", "CA_Anims_Char"};
};
};
class cfgVehicles {
class Mi24_Base;
class bihCHO_Mi24_P : Mi24_Base {
	displayName = "bihCHo_MI24P";
	hiddenSelectionsTextures[] = {"\bihCHo\mi24p_001_co.paa"};
};
};

Hope someone will countercheck my code since i'm only to 95% sure that it is correct.

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"Mi24_P" is an existing class, it doesnt belong in Patches as you defined it

Your making class "bihCHO", so dont define it like that

Don't redifine existing classes like Air, Mi24_Base and Helicopter

See;

http://pastebin.com/f61ee7d6e

But your MODEL= reference is pointing to an existing BIS p3d

Where is your re-skin ? Where is the chopper P3D ?!

... missing info :/

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If its a texture and model replacement, I recommend you a BI class replacement,

rather to define a new one.

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tnx guyz i tried your Myke it wont load it

tried couple other wayz it wont work i am just using paa without editing p3d { dont know how use hex}

is there any other way

Edited by SuperRat

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can anybody give me exmp. i tried for about 6 h last night to get this retex. working tried myke exmp. wont load it i am just using retex. mi24p.paa that it i've read every post there is about how to write config.cpp i even tried this setObjectTexture with getting my paa. file in mission folder but no fruit to bear lol

got headache from this i've just want a damn flag on chooper that it hehehe

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class CfgPatches {

class bihCHO {

units[] = {"bihCHO_Mi24_P"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAAir", "CAWeapons", "CACharacters2", "CA_Anims_Char"};

};

};

class CfgVehicles

{

class Mi24_Base; // External class reference

class bihCHO_Mi24_P : Mi24_Base

{

scope = 2;

accuracy = 1000;

model = "\ca\air2\Mi35\mi24_p.p3d";

displayName = "My Mi24";

hiddenSelectionsTextures[] = {"\bihCHO\mycho_co.paa"};

};

};

---------- Post added at 05:45 PM ---------- Previous post was at 05:44 PM ----------

THATS WHAT I DID NO "config end file"READ THOSE KJU I AM NEW TO THIS I'll take some time till i get all this

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try this:

class CfgPatches {
class bihCHO {
	units[] = {"bihCHO_Mi24_P"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CAAir", "CAWeapons", "CACharacters2", "CA_Anims_Char"};
};
};

class CfgVehicles {
class Mi24_Base; // External class reference
class bihCHO_Mi24_P : Mi24_Base {
	scope = 2;
	accuracy = 1000;
	side = 0;
	faction = "RU";
	model = "\ca\air2\Mi35\mi24_p.p3d";
	displayName = "My Mi24";
	hiddenSelectionsTextures[] = {"\bihCHO\mycho_co.paa"};
};
};

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thx's bunch myke it worked but more importantly i learned were i was making mistakes

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The class "Mi24_Base" you were using as base for your retex hadn't side and faction defined, so it probably was ingame but not where you were looking for. Although i'm not sure, i think it was under faction "Default" which should be automatically considered when no faction is defined.

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tnx's man a lot i got another quest. for you how do i insert gunner and pilot for exmp. in mi24 which ever side i want any soldier for exmp. i tried couple exmp. tonight

class crew: {"GUE_Soldier_AT","CDF_Soldier_Scout"}; or

crew = "CDF_Soldier_Pilot};

typicalCargo[] = {"CDF_Soldier_Pilot","CDF_Soldier_Pilot"}

or sometihing else and where do i put this class anywere or it has to be in certian place in config after for exmp.

side= 1;

model =

something like this

Edited by SuperRat

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	crew = "CDF_Soldier_Pilot";
	typicalCargo[] =
	{
		"LDF_Soldier_Pilot",
		"LDF_Soldier_Pilot",
		"LDF_Soldier_AR",
		"LDF_Soldier_RPG",
		"LDF_Soldier"
	};

Be careful to keep the same structure. :bounce3:

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tnx kju

got millions of quest. requrding config

but txns a bunch for all i am new to this

however can somebody explain to me why when i want my own faction like for exmp. faction = my addons; it show up blank but when i have faction = CDF; or one of the other BIS fac. classes it is visible?????

Edited by SuperRat

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You need to create your factions first:

class CfgFactionClasses
{
class USArmy
{
	displayName = "US Army";
	priority = 1;
	side = 1;
};
class SLA
{
	displayName = "SLA";
	priority = 2;
	side = 2;
};
class RACS
{
	displayName = "RACS";
	priority = 3;
	side = 3;
};
};

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@SuperRat

As i see you're pretty interested into addonmaking, let me give you a general advice on how to approach this whole minefield. :D

Addonmaking is 5% inspiration, 5% Skill (in texturing, modelling, config writing and so on) and 90% research.

A good start for you would be the following:

Make a copy of the addons and dta folder from your arma install. Never ever do work with the originals. Place those copies "far away" from the originals so you wont messing up by mistake with eachother.

After that, dePBO the bin.pbo from the dta folder. With this file, everything starts. There are the topmost vehicleclasses defined from which everything else is inherited from. Same goes for weapons, ammo, mags, just everything.

Already here you can get an idea which parts can be altered in addons (kind of "softcoded") and which parts are "hardcoded" in the engine (which is represented by the arma2.exe). All softcoded parts can be altered through addons.

Next addon to check would be the ca.pbo in the addons folder. While in the bin.pbo just the baseclasses (like allVehicles) are defined, in the ca.pbo it goes deeper as here it already splits into plane, car, helicopter, man and so on.

From here it goes directly into the specific .pbo, so tanks you'll find in the tracked.pbo. You get the idea.

Read through the configs to see and understand how things are done, how inheritance works. Compare a inherited vehicle with it's parent class and find the similarities and differences.

Helpful links:

ArmA 2 Tools on armaholic

ArmA 1 Tools on armaholic (some do work still fine with ArmA 2)

BIWIKI cfgVehicles list

BIWIKI Scripting command reference

Also take note of the "Search" function on the left of BIWIKI, use it to find more useful informations there.

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txns myke for help the thing is that i just wanted small retexture of some addons as i learned more and more i got sucked into it i learned a lot these couple months just today my wife said that computer chair has my butt shape

Edited by SuperRat

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Easy to find out: open the mission editor, place the C130 and use the setObjecttexture command on it:

this setObjectTexture [0, "some_fancy_pink_texture.paa"];

Now hit preview. If your C130 looks...well...."different", then it is prepared for easy retexturing by a replacement config.

:EDITH:

This line should throw a hint containing hiddenSelections (which are used for such easy retex):

hintsilent format ["%1", (getArray (configFile >> "cfgVehicles", >> (typeof this) >> "hiddenSelections"))];

Edited by [FRL]Myke

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class CfgPatches {

class bihC130J {

units[] = {"bihC130J_C130J"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAAir2", "CAWeapons", "CACharacters2", "CA_Anims_Char"};

};

};

class CfgVehicles {

class Plane_Base; // External class reference

class bihC130J_C130J : Plane_Base {

scope = 2;

accuracy = 1000;

side = 1;

faction = "CDF";

model = "\ca\air2\c130j\c130j.p3d";

displayName = "My 130";

hiddenSelectionsTextures[] = {"\bihC130J\c130j_body1_co.paa",

"\bihC130J\c130j_wings_co.paa",

"\bihC130J\c130j_interior_co.paa",

"\bihC130J\seat_pack_co.paa"};

};

};

this is myke tried it wont work

---------- Post added at 08:59 PM ---------- Previous post was at 08:51 PM ----------

does anybody know whats base for GOLF is it VWGolf_Base i checked in vehicle class its kinda confusing

class CfgPatches {

class bihg_VWGolf {

units[] = {"bihg_VWGolf"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAAir","CAWheeld", "CAWeapons", "CACharacters2", "CA_Anims_Char"};

};

};

class CfgVehicles {

class VWGolf_Base; // External class reference

class bihg_VWGolf : VWGolf_Base {

scope = 2;

accuracy = 1000;

vehicleClass = "Car";

crew = "Citizen1";

typicalCargo[] = {"Citizen1", "Citizen2", "Citizen3", "Citizen4"};

side = 1;

faction = "CDF";

model = "\ca\wheeled2\VWGOLF\vwgolf.p3d";

displayName = "golfabih";

hiddenSelectionsTextures[] = {"\bihg\vwgolf_body_co.paa",

"\bihg\vwgolf_carriage_co.paa",

"\bihg\vwgolf_interier2_co.paa",

"\bihg\vwgolf_interier_co.paa",

"\bihg\vwgolg_wheels_co.paa"};

};

};

Edited by SuperRat

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Why the hell do you try to inherit your retex variant from plane_base? More logical (and probably the one way that would work) would be to inherit it directly from the C130J from BIS:

class CfgPatches {
class bihC130J {
	units[] = {"bihC130J_C130J"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CAAir2", "CAWeapons", "CACharacters2", "CA_Anims_Char"};
};
};

class CfgVehicles {
class C130J; // External class reference
class bihC130J: C130J {
	accuracy = 1000;
	faction = "CDF";
	displayName = "My 130";
	hiddenSelectionsTextures[] = {
		"\bihC130J\c130j_body1_co.paa",
		"\bihC130J\c130j_wings_co.paa",
		"\bihC130J\c130j_interior_co.paa",
		"\bihC130J\seat_pack_co.paa"
	};
};
};

Removed following lines:

side = 1; //Already defined in the parent class

scope = 2; //Allready defined in the parent class

model = "\ca\air2\c130j\c130j.p3d"; //Also defined in the parent class already

And please, please, please, use code tags. Posts are much easier to read.

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what happend myke i've been working on that c130 about four hours including retex. i did couple diff. confings some worked loading plane into the game but did not load my texture including this one that u posted c130 might not work only with hiddenselection probably p3d needs haxediting which is diff. world for me. this last config from desperation i tryed it too which of course loads defuald bis model and it was late

---------- Post added at 10:02 PM ---------- Previous post was at 09:55 PM ----------

:pet2:if u read this i could u give me basic config for soldier config

i would apprieciate very much i know how to do single soldier config but unit is killing me with errors

than you:notworthy:

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Hell, i told you how to check if you can do a retex on the C130J. After that i guessed you have checked this so i didn't checked it myself. But now i did and i found out that the C130J doesn't have any hiddenSelections defined so a simple config retex can't work.

So in fact, the only way would be hexediting but here i have to step back since i don't know how this would work.

Next time if you've been told to do something to perform some checks and research, then please follow those instructions. Would have saved me and you some precious time.

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:ill:yea i know found the site with info which BIS vehicles can be retex. with hiddenselection

thaks anyway for your help i really appreciate

got diff. way to get it to work:war:

Edited by SuperRat

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So how can i get extern turret Config?

class CfgVehicles {
class AH1Z;
	class FHW_AH1Z : AH1Z {
	displayName = "FHW AH1Z";
	weapons[] = {"FFARLauncher"};
	magazines[] = {"38Rnd_FFAR"};
	        class Turrets : Turrets {
		class MainTurret : MainTurret {
			weapons[] = {M197, "SidewinderLaucher_AH1Z"};
			magazines[] = {"750Rnd_M197_AH1", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z"
};
		};
	};
};
};

with

class Turrets;

class MainTurret;

it wont work

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